I'd guess that the important things would be the total number of polygons that have to be rendered in the scene (the less the better for frame rates) and the number of different texture materials used on those polygons (again, the less the better). Using PEV Mesh Viewer to open the various meshes in the splines and report on polygons, textures and the lengths of the meshes, you can make an estimate of what it would 'cost' to fill a typical scene (i.e. visible area) with each spline. You'd need to take into account any end-cap meshes as well as the total number of repeating unit meshes used in the scene.
Generally speaking, splines with long mesh lengths will fill more scene for the money, but it depends a lot on how they were made compared to the shorter mesh splines. For flexibility, a long repeating mesh unit is sometimes made with more polygons per repeat unit, which offsets the benefit of having a longer mesh. You need the details to really say which is better.
And of course a short mesh spline can be more aesthetically useful because it's more flexible and more suited to placement in lots of different orientations for a more randomized natural appearance.
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