actually Cell-based occlusion culling is quite heavily used in fallout3 interiors/worldspaces. you can actually look at Beth's implementation of it on their official GECK tutorials on youtube. It's basically the same as the gamebryo implementation.
view frustum culling is in, this why you get slowdown actually looking at a particularly heavy object/scene, and if you turn the camera away, it speeds up.
but i don't think backface culling is, you can just check this for yourself in wireframe mode.
It also has a 2 stage dynamic LOD system for distant terrain rendering, afaik this is again their own implementation.< it is not very good in oblivion, and the algorithm is more advanced in F3. also objects have a dynamic LOD system. And there is the bone LOD system, though i don't recall seeing that used in oblivion ever. I'm pretty sure it works in the engine though
Hardware geometry instancing is based on vertex shaders actually.
afaik speedtree instancing isn't vertex shader dependent, or you only need a gfx card that supports shader model 2 or something. i do have a feeling it's implemented, but who knows.