I was able to make some more of the character's equipment a little less detailed with geometry and I think I can do the majority of the rest of the detail with bump/normal, spec, occlusion maps.
The poly count (in tris) is down to 4974. I don't want to go too much lower than this if I can help it, because it's looking nice for my first modern-day-ish soldier model (I usually do monsters cuz they don't have to be as proportionate, lol).
Here's a couple screens (in Blender) of the unrigged, new medium-poly model:
The skin needs a little more polish, but so far it looks okay.
This is going to be the model for most of the characters in the game, I think, with a couple of re-skins.
I actually think I may base all of the rest of my characters around this model. (i.e.- just swapping around the gear they are wearing and re-skinning them could provide a lot of options with minimum amount of work for me... at least until everything's up and running right.)
So, this brings another question to mind for you veterans of FPSC: If I am careful to control the number of these high-poly models on screen and limit it to no more than 3 of 4 at a time, what kind of a framerate hit would I be looking at?
Thanks for the responses and the help guys.