The first post is comparing apples and oranges.
Tremulous's acid tubes are a few hundred tris at most, with nothing more than a diffusemap.
Our acid tubes are 5000 tris each, and come with diffuse, specular, and normal maps.
Additionally, they are skeletal animated models, which is much more taxing on your CPU if you use the "vanilla" renderer.
You can try using cg_highPolyBuildableModels 0 to use the old Tremulous models.
Another overhead we have by default that tremulous does not is the buildable range markers.
Because they are so big, they can quickly eat up your fillrate.
You can disable them using cg_rangeMarkerBuildableTypes ""
It is also normal to have lower fps when there is more content being rendered. Since we use vis2 for entity occlusion culling instead of vis like trem does, this is amplified. This change was necessary for the motion radar.
We are looking to do it a different way to keep the better occlusion culling, but still have entity data for radar.