I have no illusions about my map getting server time or anything like that. Seeing as how it basically took about ten years to come this far with just one map, I don't want to spent another ten optimising it

Not that I'm lazy, well perhaps a bit, but I probably made every possible building mistake there is. So optimising it properly would mean rebuilding it entirely. My question is then, what are the absolute minimal optimisations to be done?
With todays hardware and triscounts is it even relevent to manipulate t-junctions to reduce minor triscounts?
A structural hull with detail brushes makes it easier for bots to navigate correct? I'm not planning to skip botplay, but in my test versions they play rather well without using detail brushes. Which gives me the impression it only matters for triscount / r_speeds. The same as using caulk to elimate overdraw.
I know you can use hintbrushes if Quake decides to draw areas that in reality can't be seen. But my understanding of that concept never went any futher then that. The same goes for when to use areaportals.
I have no questions regarding botclip or player clip since that's pretty self explanatory.
If I've left anything out, misunderstood what I've read or if I'm just plain wrong, I would appreciate anyone taking the time to elaborate. Same goes for anyone trying to answer any of my questions.