A tip for floaters: Flare the bottom open edge out along the same plane as the object under it. This will give your floater a nice smooth transition and make it look like it is connected and one solid piece.
ya good rule of thumb for highpolys divide shit where it is separate in real-life, with the exception of floaters for making surface detail. But in this day the need for floaters as pretty much been nullified by tools like nD2.
As far as the wing goes, there are no floaters there, it's all modeled, but the tight, small mechanical detail are psuedo-floaters of sorts - basically all the kitbash models I have from the first image crammed and arranged in various ways.
If it's for a game then you don't need to model it. You can either bake floaters or add it as bump/normal detail in a Substance Painter layer(that is, if you use it) For the floater just model a single element and clone/array the pattern.