@Nbt
Um the whole mesh is over 900 units has 2900 polygons which is low polygon by it self.The problem is adding more detail only causes more problems than what it is worth.I agree more detail can be used will have a look at that.In order to pull it off would require a shader that smooths objects or per pixel light mapping the main problem with segment meshes is it relies on light mapping a lot.
The end result with high polygon segment meshes is that it is not light mapped correctly and 2 polygons next to one another will have different light map brightness the closer the polygons are to one another the less likely this artifact will appear obvious in smaller entity and segment objects.
Working on this scale of segment meshes has its limitations and to get the best balance between visuals and performance and to get stuff to light map correctly does have its draw back.Then again it all comes does to who is making the mesh.
But is see your point,the point about adding this section in this area in the mesh has a specific task of breaking up the area so that is it not one continuous stretch, but I will making the access area from the one section smaller to make it less obvious...
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