I have over 11 years of experience with 3D modeling, and believe me, I know exactly what I'm doing, thank you. Of course, I stand open for constructive feedback. I don't understand why you call my work professional, but then proceed to lecture me on a very basic subject like I'm just starting out. You're not wrong, but what your suggesting will not help in this case:
This model has either smooth curves or sharp edges, and is not an organic model with complex detailed shapes. I use smoothing groups for the gentle curves, to achieve the smoothest result and weighted normals for the corners to give them a bevel, which helps with realism. These methods already gives you the best possible shading with the polygons possible for a hard surface model. Adding/baking a normal map will not add any value here. And so the normal maps are used for small detail like wood grain and (yet to be) painted details like nails and scratches.
E.g. a simple low poly cylinder with smoothing groups and weighted normals will already look as round as possible.