That mesh still looks like it's really high-poly, especially because its center is so round. That shouldn't be possible at all. Double check that you only have 242 triangles in the mesh.
There's also a problem with the UV page, which doesn't really look efficient. You have a lot of wasted space at the top, first of all, then it doesn't have a front and back view, and you're also missing the UVs for those spikes in the middle of the shield. They should probably be mapped separately, so they're easier to approach by a texture artist. The shield mesh itself is symmetrical, but one side of your UV map looks skewed. If it is symmetrical, only map one half of the mesh and layer the other half over the first - this saves time and texture space.