The problem is with the geometry of the low-poly model, which has dense poles and tris in so many places that it will be hard to make those surfaces appear completely smooth.
TS normal mapping does not completely replace all normal information in the model, it adds to it, so the condition and appearance of the base model is still very, very important. Render the low-poly with no normal mapping and use that as a guide to clean up the base geometry. Once it’s looking all smooth and nice you can re-apply the TS normal map to add back in the finer details
The number of polys is alright I suppose, I didn’t count them (j/k), but the topo does looks rather messy – the many poles created with triangles are bound to cause some rendering issues, because afaik the renderer is best suited for quads. Not sure how you might consolidate the tris into quads, but one thing you might try first is to use an Edge Split modifier on the edges where the greebles meet the main body of the low-rez doohickey (dontcha just love tech talk ).