Well, it seems like the amount and density of foliage is the single biggest difference (appearance-wise) between HOS and RS map so I pegged the foliage as the culprit. I've tried adding "dense" foliage to my map projects and the frame rate goes right in the toilet. It may not be the foliage per se but something about the way the foliage is implemented I haven't studied the RS maps all that closely yet to see if cull distance volumes, etc... are helping.
This problem only gets worse when you have a terrain that is rather flat. It seems the engine hates drawing scenes where you have objects at near, middle and far distances all visible at the same time. I'm working on a map now that uses a bunch of the treeline meshes from Wolverine's Arad 2 map as filler (only 20 or 12 triangles each depending on which you use) and even meshes with such a low poly count kill the frame rate.