judging from your fly-over picture, I would suggest the next:
(which is mostly like the above statements from the dev's)
Make your walls of the buildings etc. in bsp. , so you get the mayor large parts in bsp which can be edited pretty quick.
Then add some doorframes, windows, ruble piles and loose boulders out of static mesh. Those things would be repeating and you can reuse this stuff over and over. It would just load once in memory, and be used more then twice. Stuff like sandbags, rubble etc. would be pretty complex forms (if you wanna make them look good) and are better done in SM then in bsp.
Also you might make 2 or 3 textures for the same mesh (rubble) so it doesnt look the same. This can be done more quick and easily in maya then in bsp.
What i always try to do is make everything that is high detailed in SM and rough stuff like walls in bsp.
In your case you propably want to zone the houses so the use of antiportals isnt really an option. If you setup your zones right you propably dont need the antiportals.
Every map has its own challanges and needs different ways of optimisation. You have to judge every situation yourself, and you propably find beter solutions for different problems as you go along.
For example in my Dora map i had a really big SM, (of the dora itself) that could only be made in SM because it was to complex for bsp and it needed to move as it was destroyed (scripted sequence). Because it was a very high poly mesh i placed the gun in a trench and surrounded it by antiportals so it would be blocked from any angle in the map. Making zones wouldnt have worked because the map was 1 big open space. Later i found out that the gun in real life was also situated in a trench to protect it from air attacks.