I'm happy you're all liking this one! I love the layout we're using, it was an amazing idea by my client to extend the TNG sickbay in this manner.
@batboy853: The extra polys was due to me overdoing every single aspect of modeling back then. A small bevel was needed? Better add in 12 segments, just to be sure it looks good!
There was also the lack of an easy way to do face-weighted normals in Blender, something that was added and made super easy for 2.8. That meant that 45º chamfers would look awful, while now I mostly do just those, and it looks as good as a 4 segments chamfer used to look before, while obviously having far less polys.
Of course for bevels that are noticeable I do add a couple more segments, just to make sure it looks good if I zoom in, but still it's a lot lower number than I did before.
Another thing I do now which I didn't used to do back then is to use multiple instances of the same object. Before each biobed was its own model, now they're all instances of the same model, making the file size (and the render time) a lot lower. Same with the chairs, and any other repeated model.
@valkyrie013: The corridor is as wide as it is precisely to house that console, otherwise there's a lot of wasted space in there. And there is a replicator there, it's the wall mounted rectangular console with the LCARS above and below the tray area.
@TOMFAN: Agree! My head canon is that there is a holographic glass door in there, which can be activated and made opaque, as well as the windows. We know sickbay is full of holo-emitters after all.
I've finished the walls behind the biobeds. These are based on the similar patterns from the sickbay of Nemesis. The new Voyager-style columns are in place as well, as are the details on the exit corridor walls.
There's also a two-tone carpet now, with a Defiant-style line crossing in front of the biobeds (following the exact same pattern as the back wall), to add some sort of cut to the otherwise large open area that is the main ward.