just under 500 quads before any subsurf levels are added.
I marked some edges as sharp and creased others so that along with two separate edge split modifiers the subsurf modifier won't just smooth out or round off everything.
you can easily turn the lamp on/off, change the brightness of the inner bulb, change how much light the lamp gives off, and change subdivision levels for the viewport and render from added custom properies and drivers that i've set up.
while the subsurf levels work on a per object basis the rest of the custom properties work on the materials so the first of these lamps in each scene will control the material based settings for the rest of the lamps.
I wanted something a bit more stylized than a transparent or glass material and i like the way the translucent shader catches outside lightsources so that's why i went with that instead of something else.