An option while iterating (and to minimize dependencies) would be to rig and animate a proxy mesh with the correct proportions and transfer the weights to the game mesh.
I think it looks like too much polys because of the wireframe thickness. It has the same iterations used for other parts. I will see if it makes any difference if i reduce the smoothing iterations. Yep..will correct the pole..Thanks
Just slap a Turbosmooth on with 1 or 2 iterations for viewport display and 5-6 iterations for rendering, if you're going to be zooming in that much. For most objects I doubt you'd need that much smoothing unless you were going in REALLY close.