What approach do you recommend for modeling this while including all the
vents? I'm currently using booleans, but I'm curious about how you
would avoid having too many edges around the model just for the vents.
Are there any helpful tutorials out there?

Replies
For a game asset, I wouldn't model such details since they go inwards, not contributing much to the silhouette. I would add the detail in texture instead. Here you could either use floaters when baking, or you stamp the detail on during texturing (don't have to account for skewing when baking with averaged vertex normals when doing it that way). Yet another approach would be to create a texture atlas and map the lowpolys UVs to it.
if the feature you want to represent doesn't meaningfully affect the silhouette of the object from any useful view angle there's no visual benefit to using geometry to represent it - therefore you're wasting time and resources by modelling it.
additional geometry adds cost, additonal information in your existing normal map does not
I think it would help to not use pure black for the plastic, as you're losing some of that 80's "charm" in the look of the plastic parts. I find this site super helpful for getting color values for real-world surfaces. https://physicallybased.info/
Also would be good to make the channel buttons and volume slider with actual 3D cubes.
A helpful exercise when duplicating something is to put your render side-by-side with the reference, makes it easy to see where it might be improved.
A guide I made recently:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/SunglassesKhronos#modeling-with-face-weighted-normals
For example look at how this is presented: https://www.turbosquid.com/3d-models/tv-sonya-8k-pbr-textures-2073310