Greetings
Nice work, I especially like the low polygon version. You can enable the SetSmooth option from the editing panel [F9] to further face smoothness. PlaneShift uses this too.
In the sword\'s tip, you can try flip triangle edges (ctrl+f).
Hmm, about the polygon/face count.
In short:
A face is either quad or triangle.
In long:

Polygon is indeed a shape of 3 or more sides. The difference with face is that a face is \"filled\". One can have a polygon shape without a face.

However, in modeling world polygon~face is often used. Different modeling programs have varying views in this, adding to the confusion.
The face count in Blender indicates the number of filled polygons. The exception in this is that all faces are counted as triangles or quads. (In many ways the f-gons are not real faces, but combinations of triangle and quad faces. Also so when faces are counted.)
The most exact way is to use triangle face count. You can convert quad faces to triangles with ctrl+t in edit mode. Alternatively you can add \"Decimate\" modifier in editing panel, modifiers tab, to see the absolute triangle face count.
About the side note:
I think that in the old times swords and other ironwork were made as handwork by blacksmiths, who really put their heart into their craft. Each piece of work was unique and a testament of the smiths\' skills. Closer to industrial revolution, production moved to factories, where things were done efficiently, not with passion.

However, I do agree with you that there must have been a lot of poor quality swords out there.