Multi-cut works well with topology symmetry (and yes, it wont work with world-space). You can insert edge loops with it (ctrl+multi cut). For quick symmetrize I can reccomend this script in .mel, it quicker and cleaner than using mirror cut http://www.creativecrash.com/maya/script/cly_pivotreflectionmodeling-mel
the second lid looks a little thin. You also shouldn't need all those points coming to a point at the front of the bowl, round out those edge loops in the front and it can make it a bit rounder at the front there. Just delete those edges in front and create new ones that wrap around the bowl...
As stated above, large shots would be a nice idea, looks like there are some optimization opportunities on the front (seems to be a lot of loops running down the front which add no shape), possibly the hand rails and wheels as well. The normal map bake will be the telling point of this, keep going, good work so far.
its actually quite simple - just create that main shapes with many, many more loops on both axis! Since it is a very 'industrial' shape you wont have much trouble keeping the surface nice and smooth. Kindof like what EQ suggested regarding that reference picture you posted earlier.
What is this a base for, in-game or sculpting? If it's in-game you need some more loops around the joints for deformation, and the poly distribution isn't very efficient. If it's a sculpting base all those triangles are going to give you problems. The forms and proportions look great though, good job. This might help with…
Can you post wireframes? What's your process for making these smooth curving/flowing hardsurface meshes while maintaining the high number of edge loops necessary to support some of the more angular shapes jutting out? Do you you ever use booleans with basic shapes together and retopo/weld?
First of all straighten those uvs. Have a look at Chuggnut`s tools on scriptspot, it`s a must really if you use Max. http://www.scriptspot.com/3ds-max/unwrap-tools Polyboost can select loops/rings in the UVW window but I`m pretty sure there are free scripts for that task as well.
Besides several edge loops on the large petals...keep those and do alphas for the little ones in the center. The rest of the details you can keep but depending which flower species you based this one it seems like vines and other more "harmful" vegetation like bramble would go nicely around it.
@Fomori, I extracted the Batman model from Arkham City using this tool: http://www.gildor.org/en/projects/umodel. Let me point out that I only used the model as reference, though, trying to figure out why some loops go where they go and when it's OK to use tris! :)
What happened to the database in the first place, to require rebuilding? I missed that part. Did something break, or has this just been part of a housekeeping effort, or has Polycount officially dropped its database function and any service along those lines is meant to be an unofficial "extra", or what? I'm outta the loop!