If there is a flat surface on a low poly can I remove all support edges and keep only those which keep vertices in their places to retain a shape's form?
It won´t have any effect on the tri-count if you remove the edges because the game engine will triangulate your mesh.
Leave it as it is or even create the final triangulation by hand.
Everything will be triangles so you don't remove anything. One important thing about triangulation is that it can affect surface shading, so you should triangulate before baking a tangent space normal map (since if you don't, the automatic triangulation in the baker may be different to the triangulation in your modeling app).
There's also this but I dunno how relevant that is today.
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Leave it as it is or even create the final triangulation by hand.
Are there any rules for that? So I triangulate a mesh and then remove all edges I don't need manually?
There's also this but I dunno how relevant that is today.