Paul, i have been blunt, but what i want to say is that this is a hobby for all of us, done on our free time, its good that everyone plans new improvements. But if we plan many things and only made them halfway its almost the same as not doing anything. That said you can really work on whatever you want, noone is paying us to do it, noone can really force us; but there is a commom objective, making OD alpha at least enjoyable.
Culling sounds really awesome, we could add free models over 9k polis almost rigth away instead of having to look or retopo for models between 1k -3k polis, on the other hand colour map editing is not a bad idea, but only useful on the very long run when a map can actually be played and won (or lost). Not to mention creatures behaviour oddities like refusing to figth and many other bugs that avoid a fun play, but we at least managed to make excavating around fun.
So to resume, do whatever you want but dont forget that making the game run should come first before any fancy addition. I like both your fancy additions, both are needed, but not rigth now. Im tired of having my pit demon stand around while kobolds easily kill it.
EDIT: Well if they were REALLY REALLY critical you would do them right away

. But to the point : hte problem is how slowly new models come , and in my ( lamer/ non-blender professional ) (naive ) view the creatures and especially static objects could have been converted in one overnight , but they weren't for the whole year .... How long it would to convert all those models on first list ( in terms of hours work ? ) .
No model is critical, they can use placeholders and it wont matter at all to run the game, just the person playing can tell the difference between some nice model and a cilinder. The thing about statics objects on list is this, do we really need all of them? No, what use is a watchtower? no creature will ever get on top, a stool? what for!?, some ramdom pillar or healt potion?, snowman seriously?, sadly almost all static objects are useless to us.
Now regarding creatures models, making a new one can take up almost a month to me (im no pro), i can rework already existing models to have fewer polis and better textures, but i can barely animate, thats the reason in looking into motion capture to make a master skeleton for humanoids and that i hadnt converted any model yet, without animations they are totally USELESS.
Making objects for rooms takes me less than a hour, thats the reason im focusing on them, they are easy, fast, look beatiful and improves the overall looks of the game. The work-result ratio is better than creatures models.
But i get your message, "everyone does what he likes".