Roughly, I've managed to get all 20 or so cells of Firemoth generated with Yacoby's Cell to Nif generator, and, using Blender, just combined the cells into one big mesh, reducing the total polycount of the mesh by 80-90% or so, and scaling the UV mapping way huge so that the single texture used would tile at about the same ratio as land textures (looks good, although the UV map suffered some artifacts at the joined seams). In the end, it looked almost the same as the original, albeit with a more jagged terrain and no texture variety, though the performance in the interior-as-exterior was fairly poor on my machine - about 14 fps exploring, and 8 fps in combat. Some of the testers reported signifigantly better performance, and others with signifigantly poorer or unstable performance. Another bonus is that the follower AI doesn't suffer from the cell change issues like in exteriors.
Also, I soon found out that the overhead map begins to glitch bad with interiors this big -- the water height isn't drawn on the whole map, only a small portion, so a large part of the map the player could not discern the coastline from the sea (must be a hardcoded limit, I think there's enough water to cover a 2x2 cell area on the map). There were also some other visual artifacts with the overhead map too. In play, on some parts of the coastline, you can tell there was some z-buffer fighting between the water and the land mesh, flickering as the player moves about.
I did notice most of the performance hit was mainly from collision detection. With collision toggled off, the framerates were as smooth as with an exterior cell. Reducing the poly count of the land mass further did increase the performance decently, though the low fidelity of the landmass was a distraction. I looked at other meshes, and noticed the root collision branch, and decided to play around with that. What I found was very interesting -- adding root collision to a land mesh, even if the shape data is *exactly* the same, increased performance around 50% percent! This was pretty huge. I played around more with the finding, and verified that as long as the collision mesh is fairly low in poly-count, the actual land mesh can still be high-poly -- as long as it's tested where there isn't too much of a difference where the actors float or sink into the landmesh in accordance to the collision mesh.
I did find one issue with using root collision, it seems there's a collision issue when swimming -- when the player is in swimming animation or treading water at the surface, they can swim right through the land mesh, instead of walking on shore. This doesn't happen when there isn't a root collision branch. Not sure what causes this, it only happens under these circumstances. One can work around this by limiting how far a player can wander off-shore, or just keep the water shallow enough to wade through.
I didn't test number of references in relation to performance, since Firemoth only has about 600 references total throughout the 20 odd cells. The more actors on screen did slow things down, and I'd assume that a reference heavy cell would drain performance accordingly.
Anyone else have much experience with these types of interiors? I don't have a lot of modelling experience, where it could be interesting to see how splicing the meshes for performance might work, or extensive UV editing/model splitting for texture variety (in lieu of ultra-large textures per cell). I thought that adding the root collision was pretty signifigant for these land meshes with performance on lower end machines (even given the drawbacks), wouldn't have thought much about it otherwise.