And what is this PainofDungeonEternal's CSL ai about?
CSL -
Common Script LibraryPain used to operate a PW, Dungeon Eternal, that was PvP. He learned massive amounts about the underlying game and wrote/pulled together a huge library of #includes and scripts with an aim to smooth and enhance the entire scripting language. Little bugs and holes are fixed, objects can take and use extra parameters, additional functions can sanitize character names to ASCII, etc.
Among the files are replacement scripts for the AI. This is a barebones stripped-down AI for mass combat. I haven't tried it (because i haven't made a mass combat, but will definitely when the time comes.) - let's say 50 NPCs can do combat in an area without appreciable slowdown that would be caused by script calls.
From Kamal's List I'd say the worst offender you're getting is spell VFX. The special effect files for buffballs, eg, slow down my computer a lot and personally i have all buff-vfx blanked completely. (Although a dream/goal of mine is to create sparse buff-vfx ala NwN1 - and it would likely need to be done for hit-vfx in mass combat also.)
Shadows and what cast them, how they interact with light-sources and placeables, plus placeables (static/dynamic) vs. environmental objects, and trimmed walkmeshes are other things to look at.
What is generally a good frame rate?
Have players try the area with their shadows all turned off, to see what happens