Haha. I did the same thing starting out (it was a brick brewhouse and Maya crashed after I had 1/2 of the facade done and tried to mirror it to the other half).

Your models have just the right level of detail to add in those super-fine details with normal-map tricks. The fact that you have detail poly meshes around certain areas of high interest (the door & the windows have individually modeled bricks near them) shows some really good instincts as a modeler. (Also very useful as in an in-game situation, those are the parts the player would be approaching, and a simple normal map would break down).

As a Lighting & Environment artist, those are the type of assets I like.

Here's a tip: don't make each stair the same width if the texture you're using on the model shows unevenly interlocking stone. That will help break some of the 'unnaturally straight' lines that the eye gets drawn to.