Well, how many objects are we talking? How many textures, and are their dimensions powers of two?
One thing you could do to really optimise the thing would be to collapse everything into a single object. Since having multiple textures on a single object is also expensive, you could collapse / bake your textures to a single (or a few) images / UVs. (ETA: This is not always true, since object culling and other stuff comes into play, esp. for level geometry)
But never mind that now, only waste time optimizing if your model creates problems. Have a look at it in the intended application / target machine.
Sadly, I don’t know about the state of the 3ds exporter. For static models, I almost always play it safe and use .obj, but that’s not always possible. Which app / engine / importer are you going to use it with?