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What takes most of the time is exceeding your RAM limit. Windows virtual memory takes over and manipulates the page file to give you more memory. It is not good at it and becomes slow from auto-management of the page file. Windows starts out small, then keeps making it bigger and bigger. This constant reallocation is slow when it does it constantly. Plus the overhead of the game itself, then compiling mods on top of that, etc.
Here's a Microosoft article on it's issues with virtual memory/page file/swap file:
https://support.microsoft.com/en-gb/help/4055223/memory-allocation-errors-can-be-caused-by-slow-page-file-growth
The only bottleneck in this game is the game itself
In theory if you had an OCTA core you could use "set affinity" to shut down half of the processors, then overclock the other remaining 4 processor, but since the other 4 are disabled you have less heat production, so a stable faster overclock should be possible, in theory.
Actually the game uses a full 8-cores (or 4-core/8-thread CPUs) to 100%. It's been tested many times.
A 4-core/4-thread processor will max out early and will benefit from an overclock since it can't fully utilize all of the threads.
Of course if you have a hexa or even octa core processor it can help a little bit because you still have Windows on the background doing it's things. Services which are running, virusscanners also and maybe a few update services as well. So that 'workload' can be taken by the extra processors CS does not use.