Blueprints with many components make the editor almost too slow to use

If you are trying to create different details on the walls, it is still wrong to do it in construction script. Many people would suggest doing this with materials instead.

Also even if you want to have full control on the facades, you can still use other graphs and use Being Play to place your details, instead of having them all in Construction Script.

My humble suggestion are these;

  1. Separate the meshes as much as possible and make blueprints out of them. It is easier to have many blueprints not for yourself but the engine too. Having an entire village as a blueprint is worse than having 50+ blueprints separated.
  2. Use Construction Script to test the details, but after you are happy with the result, drag the nodes into another graph and link that graph to Event Graph via events. Basicaly have only BeginPlay in your Event graph and make it call other functions/events on other graphs to place those details in the beginning of the game.

Give them a try, you might have a better performance in the end.