How close are you expecting a player to be able to examine this? It still looks really overly detailed for something that’s taking 10% of your scene resources.
Here’s a quick paintover on where I’d cut. Your wire is hard to read since it’s small, but I did what I could.

Starting from the top left and working my way down:
(not marked) cut all the piping down to 5 or 7 sided. Avoid 6 or 4 because those wind up not reading as round. 8 will read as round, however. Whatever tehy are now, they’re more than 7 sided, so cut it down to that at least. That will probably save you a LOT of polys. If you want, you can keep a higher number of sides on the ends of the piping, as thats really the only place on the piping where you will see the silohouette edge.
cut the bottom most cross section of the control stand.
cut the bottom contour cross section on the piping. make the pip straight, right now it doesn’t look curved, but weirdly bent. You’re adding probably about 30-40 at least right here, and it’s not improving the look of the model.
cut the inner most bevel here. The edge doesn’t need to be there.
I don’t know why the tread isn’t a flat quad, but it should be.
I know you want to keep the chamfer but cut it down to a single chamfer (two edges) instead of the 4 edged chamfer you have right now. That’s an edge thats near the bottom of the player’s feet, they aren’t going to see it’s silohouette much and its eating polygons.
Also, you could probably get rid of the power cable box, and make the power cord into an alpha textured plane or somesuch. Unless your game is “PLUG IT IN 2: The Cordening” it’s not worth spending the triangles on.
You don’t have to trim this down any more until you model the rest of your props, but keep this in mind when you’re looking to trim everything down later.