At first, detail brushes in UFO:AI do not cause world brush splits, but can split each other -- they still are in the BSP tree. Older Quake engine got true detail objects (func_detail), but they got removed.
Second, those unnecessary splits are because BSPT builder heuristics chose bad splitplane from faces of nearby object and minced everything in the same node horisontally. And did that several times. To test that, I changed intial splitter (ConstructLevelNodes) to make splits every 128 units and snap them to 64 unit grid (old version was just recursively bisecting the map by longer axis until all segments are shorter than 256 units). That reduced bad splitting a lot, and also reduced face count for complex maps. For example, alienb2/ab_hub was reduced from 13.5K faces to 10.5K -- more than 20%. Guess that should be in master
Third, you can always use hint brushes to isolate geometry from being splitted or cause unneeded splits of nearby brushes. I've checked -- they work ok (sometimes there is a random split of unknown origin, but nothing more).
PS: All shots are from hub tile, right? You didn't say from which tiles they were taken ...