Yup, you can see in the text file some of the models that I've listed for deletion (Stuff that contains weird transparency that Remix doesn't like) on top of flat-out removing any light entities, particles, and info_textlights that AFIAK are similar to emissives? It's limited to like 1-2 of those per map so I'm assuming they're put on an atlas similar to lightmaps. I'm also attempting to remove any faces the player would never be able to see in normal gameplay.
The part I'm worried about is optimizing brushes, you can see the absolute absurd brush work we're dealing with in the video I sent. We lack the original .vmf files except for a handful of maps contained in the SDK and I'm honestly not certain how decompiling/recompiling from the .bsp's is gonna go yet. Would you happen to be familiar with doing so? I could try and enlist the help of NOUG4AT who has done exactly that for certain maps to port them to Source, that process AFAIK takes more work to port them to Source than it would be to simply recompile the maps again for use in GoldSRC. He was interested when I used Remix in the past to create screenshots on the maps he ported to Garry's Mod and wanted me to take some for him (Sadly I never did, though I'd like to reach out to him and tell him I could do it now) he may be interested in helping us with this if I reach out to him and ask.
I also plan on re-implementing certain features from the beta if possible, there's some interesting stuff that was cut that I think would be pretty cool if brought back. If you're familiar with Cry of Fear c_sewer3 contains the Mace boss fight where you have to gather a saw that had certain enemies jumping out of the lockers. It didn't function in the beta but if you move the maps to the full release the function for it works flawlessly, and it's a cool feature. Sadly I'd have to figure out how to reimplement the release version cutscene in that map because it suits the game better than the one used in beta.