While it's nice that VP devs have optimized this aspect, obj import update shouldn't be taken as an excuse to use high poly models, if the models are taking too long to load in VP then YOU need to optimize the model some how, it's not really on the VP devs. When building a 'game' within a 'game engine' you have to be aware that you have a 'budget' for the amount of resources you can use, so for example if you are spending a huge chunk of those resources on one un-optimized model that is many thousands of polygons you're basically wasting your games budget on one portion of the table.
Use normals bump maps with projection mapping and re-meshing tools or learn to re-mesh models yourself. Keep all images to the power of 2 (1024x1024, 2048x2048, 4096x4096 etc), have as many 3D objects as possible combined into one using the same texture maps. For example if you look on my Jurassic Park table and select table plastics, you will see all the tables plastics (with the exception of the sling plastics) have all been combined into one object and all share one high res power of 2 texture map. All metal objects such as nuts/screws/bolts etc have been combined into one object.
Generally speaking most 3D model toys for pinball tables should be accomplished with around 3k triangulated polygons (or 1500 quads), depending on the complexity of the model of course and the amount of other dynamic 3D objects on the table. Intense lighting effects on the table can also draw on performance, so there is much to consider when trying to optimize a table in order to get the most 'bang for your buck' in terms of your tables performance budget.
If you have high detail/high poly 3D model scans you need optimized you can try contacting me for help with this but I can't necessarily promise anything depending on my schedule, but I can try to help out where I can.