In theory - if you have less polys it should help the fps in any game.
I cant say exactly how removing the triangles from say a simple wall entity by replacing that entity in FPSC with any new one you might make by utilising a model made from a simple cube without triangle intersections to the faces. It may affect the systems collision when it comes to character entities and they may be able to fall through them more easily when in collision with them?
Most default world object entities such as walls and general construction entities inside FPSC are composed of a relatively small number of polys purposefully so as to keep poly counts down.
The numbers involved should not really be too much for the engine to handle if the engine did not have the issues it does and FPSC did not render unecessary polys to view on the occasions it does.
Though obviously of importance - much more important to maintaining acceptable fps is the situation regarding characters and other dynamic entities affect on the engines capability.
Not sure of any more specific answer than that really - though if you always have 33 fps and by doing this you cannot even detect if the inclusion of your new segments make any difference at all then I dont see why you personally even need them.
In order to test for any improvement in efficiency - then one would need a level where say you add enough dynamic entity characters to drop the fps down to say 24 fps - then see if by introducing your new type segments in volume makes much difference - it may make some difference but is unlikely to make anything like the same amount of improvement by releasing back fps that removing dynamic entity characters from the level will and its these that in FPSC will make or break a level.
Whatever we do currently that can amount to a major investment in time and effort to optimise a level amounting to many months for example wont make a lot of difference when you start pilling in those dynamic entity characters.
However well optimised a level adding more than a few active dynamic characters to any in game scenario that is taking place in the view at any one time is likely to have a seriously dramatic impact on lowering fps - each character reducing the fps by a couple of fps - the more you add the worse their impact is likely to be. No way around that yet.
Of course your suggestion does nothing to help make the FPSC game world look better and more professional by allowing users to add interesting more complex shapes and structural detail to the levels. What we want is more and better of everything not less of everything.
Still its a good idea you suggest where simple shapes are concerned and I doubt you have anything to lose if the collision on the segment entities remains vaiable. More complex ones if you can maintain the structures credibility and visual appearance too.
Go for it.
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