I modeled this chair in zbrush with the thought that maybe I could sell it as a 3d stock object.

When I retopologized in Blender, I realized I overshot my poly budget by 3k. My blender model now has a 4330 poly count:

My questions are:
A) I was thinking of selling this chair as a game asset. With such a high poly count, I doubt it would sell. Am I right or wrong?
B) If I can’t sell it as a game asset, can I sell it to the arch/viz/movie/fx industry?
C) If I sell to the arch/viz/movie/fx industry instead, should I increase my poly count? Now I want to keep it as low poly as much as I can in the odd chance that a game developer does buy it, but if increasing the poly count will attract other markets, should I do it?
D) I barely have any experience with creating textures. I always spend more time on modeling/sculpting that anything else. If I keep my model a 4k poly, how do I go about texturing it to capture all the sculpted details?
E) Should I use a 4k texture normal? Or a 2k/1k texture normal map?
F) Can a 2k/1k texture normal map even capture all the details?
G) If you were the designer of this chair, how would you model it to be optimal? (low poly low texture size, etc).
Thanks, any help slapping some sense into this always-a-newbie would be greatly appreciated.