1: We cut the FOV for 2 other reasons, none of which I am at liberty to say with any clarity (it lead to exploits and gameplay changing behavior that we didn't anticipate). This is why we cut it in the beta...it might come back when we have hashed out how to reign in the problems it caused).
2: We've actually cut very little content from the maps. What we are doing is changing at what distance things will draw. There are a few visual issues this creates (for instance, entire buildings disappearing on pavlovs) and these should be reported (and many are already on the list to be fixed).
If you've bothered to read around at all, we are basically locked into how much stuff we can draw at once (drawcalls). This function in the engine is locked into a single thread, and we are maxing it (before these optimizations went in, the thread would always get bogged down, now it is much less prone to do so).
The biggest thing we can do attempt to offload different pieces into different threads on different cores. This isn't a quick or simple task to do.
3: We haven't touched the overall distance at which the high-res textures (or any textures for that matter) load in. See point #2. All we did is change at which distance things you can see, come into existence (as in, if you can't see it, it should be invisible or at it's highest LOD)