here's a simple crit, or moreso of a cautionary bit of advice:
Those wires are probably going to cause some problems, and be very expensive to recreate in a low poly model.
Game artists often artificially beef up wire sizes because without a very high resolution and very good anti-aliasing, those wires will show up as a little mess of pixels. Depending on how you want to present this asset in its low poly form, you can sidestep that problem by doing a render, or putting it inside an engine (along with the insanely high resolution and anti-aliasing) in order to get a good screencap.
Second, the more curvy and fun the shape of the wire, the more polys youre going to have to spend on such a small detail. Where polys would be best spent on the silhouette of the hanging sign, major tubes, and other curvy shapes, the polycount of your wires will likely dwarf everything else in the piece. (particularly if you try and closely match the silhouette of the high poly. alternatively, a chunky wire can really bring down what otherwise is an excellent asset.) Same goes for your little curly antennae on the top of the lights. You could do those with alpha, but you'll need an additional map which isn't cheap or warranted inside a studio. That being said, you aren't in a studio, so take this all with a grain of salt and do what you want to do. :]
It's looking pretty ace, can't wait to see how it wraps up. Good luck!