I was also getting at the fact the results you got in the OP aren't related or relevant to Wrapper's staticmap mod at all--you are talking about making bricks static shapes, and that is not what staticmaps do at all.
I'd also like to say I never meant to say brick based structures look ugly, but rather brick based Interior reconstructions look ugly in most cases
This is literally exactly what static maps do. They use StaticShape objects to construct things. The results in the OP demonstrate the significant performance impact of a small amount of extremely simply-shaped cubiod StaticShape objects compared to fxDTSBrick objects. The fact that they were created via a brick-based building system is completely semantic and irrelevant; they are still StaticShape objects.
The whole idea of using bricks for collision is unnecessary complexity; you may as well make the map out of blb shapes.
Again, I would like to also suggest that
we should not have a mindset where we seek to recreate the Interior class. This is backwards thinking. We should seek to utilise a class better-fit for the purpose to achieve the advantages Interiors provided: static, large-scale structures. Bricks can easily do this already (ModTer is probably one of the best blb-based tool available for this), we just need the tools to industrialise the process like Torque Constructor did for maps.