I've found that polycount really doesn't matter as much as I though it did. Polies are very cheap to render, one of the cheapest factors of 3d rendering, it's the textures and material effects that hog the ram and cpu. That said, you can't go nuts. I generally make a highpoly to bake from and that gives you a better idea of where you can cut polies or delete backfaces.
Since you're making a top down shooter you can go more crazy than most, because you can delete the polies that will be facing down. It's less about conserving polies for optimizations sake, rather to maximize each faces texture space. If you delete all the bottom faces from a model you could squeeze more pixels onto each face, making a 512* map look much higher than that.
Another tip is that normal/specular maps don't always have to be the same size as the diffuse. I've tested this a few times and I can not tell the difference between a 1024 and a 512 nor/spec on a prop. 256 starts to make things a little sketchy, but even that would be okay in a lot of cases. The only time when you really need a same size normal map is when it's a very detailed, single model, i.e characters or weapons. Normal maps aren't throw away detail, they still cost to run, same as specular.
I wish I had a benchmark tool fine enough to test single model comparisons, that would make these questions so much easier. This is the same question I was stuck on when I was starting out modelling, the answer I have found is that it only depends on one factor: how much detail you need your polies to define. Use normal maps to bake finer details in anywhere you can.
EDIT: I saw your modeler is using blender, get him to add me on steam and I'll try give him some pointers.
EDIT2:

Also I failed to mention that the center cylinder could be an 8 vert circle in LOD1, 6 in LOD2 and 4 in LOD3, try to do that kind of progression in and LOD models you have.
EDIT3: What marks said, it all comes down to experience and messing it up.