There are a lot of polygons; the game engine simply isn't designed to handle that many in a single mesh, plus the triangle normals... in general, you just need to reduce the number of triangles!
And finally, it's not possible to easily reduce the number of polygons without distorting the model. All these modifiers either work on simpler surfaces or with a small percentage. So, instead of 7,000, it will be 6,500. Is that optimization?