With stuff like this I'm always at a loss what to recommend. I'm usually for all-quad-topology but with stuff like this I find the 'what-works-is-okay'-approach acceptable.
Because with all-quad you can have a problem with stuff like this: the 5-star-poles you always get when extruding a block out of another at the start of the extruded block, as visible in zoo's picture. With catmull-clark those are usually not a problem, in my experience some 90 % of all cases. Here it isn't. Sometimes it can result in distorted geometry and I'm still not able to foresee when that will be. Just the other day I had a simple model where I thought I would get away with it, I got a visible crease. To get rid of something like that is difficult. There are several ways to do it, but you get always some changes in topology that can result in other visible problems and so on, and so on.
With simple objects as this I maybe wouldn't use subdivision at all. And then you don't have to care about all-quads anymore. It depends simple on the intended use of the object.
(Almost) all-quad or not, the geometry Frank pointed out I'd always repair, no matter what, one of the reasons that it's superfluous geo.
What first came to my mind is the poly-count of this prop. As I gather it's one of many objects in your planned picture, more or less in the background and probably not the focus of your picture. For that it maybe has too many polys, in the end very much depending of the memory your computer has and the other meshes you'll have in the scene.
For example you have that half ball in your cylinder, you just could delete the center polys and the loop above. I know, it's not much, some 56 polys (if I counted right), per side per 'thing' (I don't know how to call this holders). With a subdiv of 2, it's 896, with 3 such things, still only 5376 rendered polys (2 per thing, of which you have 3 if the new one is done the same way). It's nothing, but it's a small example. There are certainly other ways to cut it down without a loss of quality (even if it was the main motive of your picture).
If you have a scene consisting of a lot of such objects such a cutdown can amass to 100'000s of polys. So it's always something one should keep in mind.