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I think the issue where the tail lights and the bodywork meet up that IceKid was mentioning was how the tail lights' vertices and edges don't match the edges or other structure on the bodywork... this is especially noticeable in the upper corner of the tail lights towards the inside of the car, you've got an area where in three columns of edges (edgeloops) on the tail light, there's about 5 or 6, maybe even 7 edgeloops on the bodywork...
looks nice though... I myself am thinking the key to successful high-poly modeling is sometimes not getting bothered when some floating elements don't match precisely vertex-per-vertex with their surrounding elements.
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