Revealed tiles should have very little to do with game FPS, as the game mechanics apply to those tiles regardless of whether they're revealed or not. Display performance is affected by the amount of stuff DF has to draw, so unrevealed tiles where the view is tends to speed things up. However, the surface is fully revealed (with a lot of greenery on it) so that should serve as a display performance baseline.
The number of items in view affects display performance, but there is nothing that says the implementation has to evaluate every item in the fortress periodically regardless of whether they're subject to anything or not: a lot of items should need to be evaluated only if something happens to them, such as flow or magma affecting the tiles they are on, for instance. However, that does not mean managing an administrative process to shift items between different lists/queues as things happen to them is better than just going through them all: it would have to be evaluated (or at least estimated). However, optimizations ought to be aimed at mature mid sized -> large fortresses rather than small early ones and that's a tricky target as it takes time to set up the test environment. I guess a lab fortress (or possibly multiple player supplied ones) with a set of tools to reshuffle internal structures to check the outcome of different strategies might be useful, but that's a fair bit of work.