I see that the result contains lots of very long, very thin triangles. Aren't those generally the worse case scenario for the GPU rasterizer?
If the triangles are long and thin, they end up stretching across the screen and mess up Nanite's hierarchical streaming and culling system.
Shading artifacts also crop up on long, thin polys.
Dense geometry with hierarchical streaming will perform better on large datasets than sparse geometry with long thin triangles and traditional approaches.
Nanite/triangulation can help relieve GPU bottlenecks but if you're already stomping your CPU it won't help. Whether it's a good fit depends on your workload.