We looked at optimizing the shaders a bit so that we can have mesh painting working correctly. There are some issues with it, as it's still a pretty early feature in Unreal Engine 5.
After that, I go in and continue working on propping to make the arches on the sides a little bit more uniquely detailed, whether it's foliage, breaking it up with rubble, or the silhouettes being a very different shape. The end result is a much cleaner.