Thanks for your help ^misantropia^ and obsidian!
I am close to finish a big map with appr. 17 000 brushes. It is a Defrag Freestyle map and the map itself is divided into several separate rooms that are linked via teleporters. I created the parts of the map in several map files to keep performance in radiant and save compile time for testing purpose. My plan was/is to put everything together when the parts are all ready and then make final compile.
I was testing how it would look like after putting everything together and then the problems raised. First problem was, that compiler complained that i have too many faces in my map but i could get rid of it with a command in bsp stage. Another thing that is getting on my nerves is, that compile time is very long (like several hours) and the bsp loading time (because of the bsp file size) too. So now I am looking forward to finish the map and am looking for possible performance improvements. R_speeds should be ok as I was already looking at them while i was creating the separate rooms.
There are couple of questions:
1) How can I speed up the compile time a bit? (i read about changing the lightgrid size and that is the reason why I was asking for further infos to light process because my knowledge about light process is quite superficial)
2) How to reduce the bsp size?
3) How are external lightmaps built in the bsp file and could they reduce compile time, file size?
4) What is the best way to place the separate parts of the map? Here is a Screenshot:

(the long sections in the screenshot are Strafe jump training rooms)
The map itself is not that special in design but i tried to atleast make the Freestyle room - the most important part of the map, where the freestyle tricks are performed - unique and put some innovative stuff for trickers (innovative due to other defrag freestyle maps).