Interesting stuff. I can offer some guidelines on choices I made for DirectQ, and may even bump some of my current limits where possible for my next release.
There are also a few of the limits you've chosen which I'm going to argue with, so advance warning is issued.
BSP
Where possible I use completely dynamic allocation so the only limits are heapsize (which doesn't actually exist in DirectQ) and the BSP format.
My max surface extents is dynamically set based on the max texture size your 3D card supports (you also need to make your blocklights dynamic for this, as well as support variable lightmap sizes). For a 3DFX it evaluates to 6640, for a low end modern card it's 32752, for a typical modern card it's 65520.
My max dimensions is +/- 30000000000000000000000000000000000000 so I think I win there.

This is only achievable with my protocol 10003 which just sends the original floats direct; other protocols will fall back to lower maximums.
MDL
I don't actually use mesh strips or commands any more, so these limits don't apply.
I have a max tris of 21845 because I can draw an entire alias model with one API call; the limit comes from the max number of vertexes I can submit in that call. It wouldn't be too difficult to increase this to infinite (or at least the max supported by the format).
Client/Server
I just copied what aguirRe had and bumped the stack size a little.
Graphics
The only one where I don't pass is temporary entities - this is utterly trivial to bump. (clickety-clickety-click) - OK, it's now 174,760. (clickety-clickety-click) - oh look, it's back to where it was!
I'd query why you're setting the standards base for this so high actually - they're only used for lightning bolts and grapple beams after all. 1024 would be more like it (especially as each temp ent is also a visible edict, and you only have 4096 there).
Misc
Anything above 8192 edicts requires a protocol change so this standard really should be 8192. DirectQ's entry in there is a little out of date, it's hovering around the 30,000 mark now.
Previous versions of the engine didn't use efrags at all so the limit doesn't apply. The one I am working now does again, but it's effectively unlimited. Likewise I don't use file handles at all so that limit doesn't apply either.
Be careful by the way of the interrelationship between max efrags and max static entities; any increase in max static entities requires an increase in efrags too, on about - I think - a 1 to 2 scale.