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There's collisions for models outside the playable area of the map: HVAC units on the rooftops, police cars on the interstate ramp, and the vehicles oustide the road barrier on Kelly Avenue. Players wouldn't reach these areas during normal gameplay so you could remove the colliders to be performant.
The AC130 model still has its interior modeled even though it's never visible to the player. You could remove all these faces to save on performance.
This last one is very subjective btw
The aircraft flyover animation happens too often and can look better. You can add trail renderers as child objects to the wings to emulate the AC130 and fighter jets cutting through the air with their speed. Once the aircraft are oustide of the city, you should scale them down, disable the renderer/game object, then renable them when the animation repeats.
The model scaling is a visual perspective trick to make the aircraft look like they're moving faster than they really are and lets you disable them earlier so they're not always being rendering by the GPU.
In EA27, Steel added a component whitelist to the game that disables components not recognized by the whitelist which is why the "Particle System Destroyer" no longer works. That component was originally from Unity's standard assets.
If you want to destroy the particle system more permanently, there's the "Lifetime" component that's a part of the tools pack. It counts down in seconds then disables the game object it's a component of. You can adjust the countdown yourself so it matches the lifetime of the particle system.