Thanks for the comment.
When you say too costly, do you mean in terms of collateral damage, actual cost, or performance impact?
They are meant to have massive collateral damage, although the 5 and 20 ton yield bombs are pretty limited, and other bombs are unrealistically small, real bombs range up to the hundreds of kilotons.
The actual cost of the items, from what I have found isn't too bad, they should always be hand deployed, so it's not too hard for a big factory to produce many of them.
If you mean too much of a performance impact, I kind of agree with you... Until recently I was using this on a gaming PC, and that had some lag issues, but was mostly OK, and I figured that it would be a mod for high performance computers in any case. There are many optimisations in the code, but executing the lua scripting is just inefficient and slow. There are sliders for the Hiroshima bomb, to limit its effects as I was worried it might actually crash the game, so I might add more sliders for the other bombs.
From your perspective, what is the biggest performance problem?
There are four causes of the lag when detonating a bomb:
1: the instantaneous lag, which briefly freezes the game entirely, this is the thermal damage being applied, and the map loading in.
2: the lag for some small amount time after the weapon detonates, this is largely caused by the fires lit around the map, and lasts less than 10 seconds (depending on how slowly the game is running)
3: the lag for about a minute, as the blast wave expands, which gets worse over time, as the wave get bigger. This is probably the worst part of it, and really kills the frame-rate.
4: any residual lag for the next 5 minutes as the radiation clouds linger around, and the longer burning fires go out.
Other than that, I can only recommend turning off the "large number of short lived fires" in the map level mod settings, and using nothing larger than the 500t nuke.