sure. another thing to test is laying a surface and not spend the time poly dividing / painting and generating the high poly underneath, see if there is much difference there, I know in previous experience its not necessary to build on that super high poly, because the road is real from the same data, not the scenery it lies on or subdivided. and well I`d subdivide everything (everywhere) to a standard good for a game, 20 metres everywhere, maybe 10...
subdividing in an area that is covered by road is also bad, because of how the system tries to join the scenery to the road and the fact its so heavily subdivided..
as far as road are concerned in rtb theres not much point worrying about Z axis aspect of the layout in rtb, it wont do cambers like a real spline does. impossible to work with anything other than centre line style adaptations of the data.