On a more serious note, the saber part could be more detailed as you said. Maybe make it more transparent? I think in the Star Wars galaxy the blades were plasma, so it should also have that luminescent aura usually seen in the films.
It’s actually more complex than just a metal texture.
To simplify it I included a normal and roughness map also some parts of the saber hilt are not as shiny as other.
Also I feel like sculpting the metal scratches wouldn’t be an efficient way for me since I don’t have much free time, Also would take a long time so I figured it wouldn’t be efficient as adding a normal map and a texture. And a few blender nodes and there,
Sculpting would also add a lot more tris and might increase render time and make my viewport harder to navigate as I only use a macbook.
I am also planning to use Substance Painter for my next saber hilt so I can improve my texture capabilities!
I do agree the hilt grip can use some work to make it stand out.
The model looks great, but the textures seem a bit off. Anakin’s lightsaber is pretty much chromatic which is what you have here but the roughness you added is just too noisy. Makes it like theres too much going on in the model. I’d tone down your roughness a bit and make it more subtle instead of being too prominent. In fact it would be more accurate this way since looking at pictures of his lightsaber, the scratches & wear on it is very mute.
You could also follow CoderHusk’s suggestion to give your model more flair, and it shouldn’t increase triangle count if you bake the sculpted model onto a lower poly version of it. But that would probably give your model a more stylized look as opposed to a faithful recreation of Anakin’s lightsaber, then again its up to you what you’re trying to go for!
Oh and I suggest denoising your renders! Helps make it look less grainy