@Yoshiro from EH:
With regard to performance and my understanding of it, the BSP blocks serve only to occlude network actors, such as players. It should be noted that, due to the low level combat which takes place on the map, that it is almost an impossibility for any players to be above the (now lowered) blocks, or, if they are, the line of sight for any player behind one such BSP block would be obscured and the BSP would do its job.
If optimization and performance are in the interests of TWI, then perhaps seeing to it that the building mesh interiors are removed would be a good first step. What you are dealing with now is what amounts to almost twice as many triangles as you normally have had, provided the "all the windows are boarded up" look is what is in style. If players can only see the facades of the buildings, than little else aside from the facades need be rendered. There are walls with opposite sides and some fully fleshed out buildings. Putting BSP over it only covers that up, it should still be able to render as when one part of a static mesh is rendered, the entirety is.
If there so exists a performance issue with Red Square, I may set aside some time to make this correction. Naturally though, having also been a beta tester for the map, I was not able to compile and convey whatever findings I had made, for reasons that should be well known at this point.
Furthermore, should the updated (I should say fixed) MG Mod be added to the whitelist, I would expect to see the same treatment administered to the new skins and uniforms (being as my M43 releases are okay apparently) as they are little more than aesthetics and cannot alter gameplay mechanics.