You're welcome, Alan.
I have a couple of routes like that myself. My very first real Trainz route is one of them that I started in January 2004 in TRS2004 SP1. I still have a kernel of that route in my current iteration and combined with all the additions, mergers, and extensions, it's now about 190 miles end to end. Like you, I noticed my route begins to suffer from lagging and stutters which I attributed to the trees. It's not like I don't mind open countryside but where I live it's all thick forests and that's what I model. The problem though this appeared to be too much of a good thing.
One day I decided to do some trimming of some of the larger spruce and oaks. Using the bulk update/delete utility, I cleared large swaths of forests in areas. This looked really great at one end of the route, but there was an issue which I didn't notice. When replacing objects, if the delete option is still checked, you'll delete the objects! On my route, I completely deforested the mountains while substituting some of the spruce with another kind. I didn't notice this until I checked on some of the assets in that area. When I saw it, my heart sank to my knees and figured this was now the end of the line for the route after all this time.
I was about to delete the route recently when I discovered my backups I had made prior to this renovation. I lost a bit of baseboard rearranging by going back a version, but I was able to recover my route. I took the older versions and combined them as I had them in the broken version and everything is together as before sans the extra spruce I removed. I discovered this around 3:00 am long after I should've been in bed. I was so excited I literally did a happy dance on my way to bed and got right back at the route the next day and got everything merged back in.
In the end, did removing the extra thick trees help the performance? It sure did! Those Speed Trees are a system hog and really push the video card a lot. By thinning down the forests carefully this time around, I was able to keep the performance up and still have what looks like a deep forest.
The problem, however, isn't just here. I too have run into performance issues with too many consists. I think this has to do with how the program keeps track of what's where and doing what. With a large number of AI drivers doing their thing, I think the code gets mired down and eventually everything stutters to a halt. This is quite frustrating because we spend hours making our worlds look realistic only to be cut off at the pass while we're in the process of doing it. I suppose we do only have desktop computers and not super computers even though what we have are the fastest machines out there today.