Don't go by the face readings from Hammer.
GoldSrc is a portal-based engine. In a nutshell, this means that upon compile, the map is broken up into sections, or "nodes" connected by "portals." Based on the player's position in the map, it will be determined what the player can see (if I can see a portal of node 1 from node 2, the render node 1 when I'm standing in node 2), and what the player can't possibly see (because it's obstructed by a wall, etc). Nodes determined to be unseeable by the player are not rendered, and ones that the player can see are rendered (though this isn't always accurate - HINT brushes are a manual fix, but you don't have to worry about that for now.)
So in short, what you're counting is the total number of faces, whereas wpoly and epoly are the number of faces currently being rendered. The limits you've heard to stay within apply to wpoly. They aren't concrete, but they work well for most everyone. You'll hear limits within ranges of 1000 to 1600. I'd personally say to try your best to stay under 1400.
You can't fully rate the map's performance until it's compiled. The software design ideal of "compile early, compile often" also applies to mapping.