I've used atlas textures in 2D applications, in fact I insist on them because of performance reasons. Not tried them in GG as it means a lot of remapping of objects to get the atlas textures to work (as far as I know, there may be an easy way of course). I have tried just one texture for many objects though and have found that performance in GG to not really increase that much. Not when they are all in the same scene up close. I imagine with lower poly counts and less objects crammed in together it may help a little.
Making several objects into one should help as it reduces poly count if done correctly. It also and this is the main thing, reduces the overall object count. GG has less objects to check through each loop and so should run that little bit faster.
I believe you can also specify shader quality of objects in the FPE, so you could reduce ones that are mainly scenery to a lower setting and get a good boost as well. I haven't tried this yet myself, but seems a good way to maintain a fair few fps while losing little to nothing for the main visuals. I'd like to see a way to set distant objects to the lowest setting and as they get closer slowly update to the highest when close enough

That could be a very good general optimisation.
SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.