If you want those tris count to be displayed in the game area instead of the console type: /com_drawnotify 1 iirc.
32 K is not that high. I was expecting something higher but let’s not forget that player models have 5 or 6K each (iirc) so if you have lots of players that tris count will be much much higher.
r_showtris should be 2 not 1. My bad. 1 shows the tris being drawn that are not occluded but the engine still draws some of the occluded surfaces. That’s where VIS/PVS is very important. If you have a structure in the mountain with no vis, the engine will draw that part even if it’s not in the PVS (PVS = Potential Visible Surfaces iirc). Or, simpler, no VIS = everything is drawn in the map no matter where you are or what is in-between. I’m sure someone will correct me if I’m wrong or there’s a missing part. 
As for your question, I’m not sure but I can try to make an educated guess. From what I know, scaling will not split brushes, it will only scale X/Y/Z so my guess is you’d probably get about the same number of tris but with bigger brushes. Also you still could scale all the map without scaling the models giving you a normal size tank or whatever in a huge terrain.
For those not knowing: tris = triangles 