Remember that these are the ultra setting models we are talking about. For 75-85% of players they may not be playing anything near that detail level for a few years so they might be useing reduced poly models and reduced texture resolution as well as some channels completly disabled.
As for how many polys your units should have. Unlike you guys asigning random and pointless values to them to annoy people, you should consider the size and relevance of the models in the game when choosing the detail level for them.
A small prop that only appears once or for a very short time should be rather low poly, with about 500 as an aimed max for keeping creation time down and filesize low.
A main character model, like cloud if you were making a FF7 campaign, should have 10K upwards as he is constantly in view, finite in quantity (there is only 1 cloud strife) and will take uf a large part of the screen so detail is important.
On the other hand a spam unit like zombies in a swat aftermath like map would need low poly models. 700 is proabably a good value as there may be several hundred at once with 1000 if zombies are rarer (50s).
Very small units on the other hand like lets say a mini mechanical drone should probably be only 300 or 200, as when zoomed out they may only be a few dozen pixels so the detail does not mater.
Absolutly huge models like environmental models which make up whole parts of the map should be upwards of 50K, as they can fill the whole screen at a time so the detail is important.
Do remember that in the end you will have to make a WC3 level of detail equivelent for every single model you make so that the map can actually be playable for most people. If you make a 3K poly footman model for a footman frenzy and do not include a WC3 like level of detail model for it, you have literally killed off everyone with older computers as there is no way older or slower cards could handle 600K polys at once etc.
I am not too sure about textures, there is a chance it may resize them automatically on map load by doing the cheap trick of loading lower mipmaps only and using them instead of the full texture + all mipmaps.
It also depends on how restricted the file size is. If you are capped at only 8-16MB (as an insane situation), you will probably be foced to use WC3 like models a lot of the time, especially for RPG maps with a lot of custom content. If they have much higher caps (500 MB) or no cap on custom material (separated from map), then you can happily import rediclous detailed models like even ones with 2048*2048 textures.