The texture atlas of EBE is quite large, especially the normal map has a large file size so that explains the file size.
A simple structure has a simple mesh and hence only a few polygons, but every opening and added block with EBE adds to the face count of the structure and of course the collision box which is a polygon collision.
So in my view we need to use it in a smart way, have separate parts such as the stairs.
Quite handy is that with separate parts we can have full functionallity of scaling and rotation which enabled me to make a tunnel and a stairs like you can see in the building editor guide.
The texture atlas consists of 16 textures, if you do not need more than 16 it means that all your assets made with EBE can use that same texture atlas, just rename it and do so accordingly in the FPE.