I like it.
About the texture:
You might try to recreate the metal stuff (or touch it up on the pixel level) cause it lost some crispyness due to the resizing in places.
The wood could need a little bit of photo overlaying (I can send you some of my favourite wood pics if you like, taken by myself) for it lost some detail in resizing as well, also the basic wood is a bit too busy imho, and also shows some artefacts.
Or just check out this awesome site: www.imageafter.com
The unwrap is really intresting, thanx for sharing, that old school way (if I may say so) is quite intresting to me, since it´s a lot about effectiveness. Still in places,it might have been better to sacrifice a few pixels vs. stretching.
The stretching on the angular parts (wich hold the metal border stuff) is quite harsh. Personally, I would have mapped those to use the same texture, but straightened, so the pixels of the border can work straight, opposed to stretch out a straight texture onto those angles (may sound weird, if you want i can make a vid to demonstrate).
I am not sure, but I think it needs to be md3 to be animated and working.
Also, don´t forget that with the shaders, you´ll need it to be smoothed properly to avoid weird effects. For md3 you´ll need to use ms3d I think. Guess it´s still fine for you to use q2modeller to build and texture, but you should make friends with ms3d for the animating and correcting the vertex compression of your md2´s (note that phong shading is even more sensitive than gourad, wich means md2 is really becomming innappropriate for sauer).