Well, I offered to sign a legally binding NDA but to no avail. I had hoped that would be enough. I'll make a shader demo when I get a chance - the best example I have of it now is old.
Requires Theora Codec to view:
http://vaalnor.mine.nu/Downloads/Video/waterfall.aviThe water in the pool, and the waterfall itself is using that shader. Its not a good example of how realistic it can look though because the colors there are so exaggerated.
What to improve in BD Region:
Convert all thingmesh objects to genmesh objects. Thingmeshes use more resources and are slower in general. They are also being obsoleted in CS soonish. I can do this quickly in b2cs, really anyone could.
Implement waterfall shader. I am familiar with this shader which takes many special things to setup correctly. I can do this as well.
Convert terrain to terrain engine. The reason that this was not done was that cherppow had some issues with terrain export in CS and the basematerial wasn't easy to get done right. The basemap problem was solved by our devs who wrote a basemap generator to build a basemap from the textures splatted to the terrain. I have extensive experience with terrain export, basemap tweaking and optimization and the like.
Early versions seemed to be using the frustvis culler - I don't know if this is fixed or not, but it should REALLY be using Dynavis.
Culling in general. All the meshes seem to be set to cull. This is very bad, particularly on high poly objects. On high poly objects, calculating culling is very expensive so it is better to turn culling off completely for high poly meshes and add a null mesh or invisible super low poly mesh inside the main mesh which is set to do culling instead. This can lead to drastic FPS improvements. I've a lot of experience in setting this up adequately since I have a tendency to overmodel at times

Lighter2. Once converted to genmesh, I'd recommend lighting with lighter2 since it does lightmaps on genmesh objects. Highly subdivided meshes should still be set to vertex shading for better performance while using the lightmaps for the larger genmesh objects. I am quite good at this kind of setup so I can be of help here too.
Grass. There is really only one grass texture there for the most part. You really want 3-6 at least blended together in various ways to improve the look so its not so monotonous.
Ladders. These need adjusted so you can climb them more easily. (Have not checked if this was fixed yet).
Weird Black parts, crashing, etc: A combination of terrain engine, genmesh objects, and lighter2 should really fix most of these problems (ones that don't stem from the particle system).
Clouds. This applies to all maps really. Some upper level slow moving clouds would be nice. We have a nice little cloud shader for this as well.