Hi Ben,
Would you care to repeat those timing tests with shadows enabled on the fill lights? Of course this will only be effective for fill lights that are above the horizon, otherwise they will always cast a shadow.
Before GI was implemented in TG2 we had a default fill light setup that consisted of three fill lights above the horizon. They were set to cast shadows from surfaces but not from atmosphere. Shadows were enabled so that they would not illuminate underneath rocks and in deep crevices in the terrain. Because of the shadows, the increase in render time was comparable to the now-default GI setup for simple scenes, so we decided that the advantages of GI were enough to make that the default. I acknowledge that there are some problems with GI currently, which makes our choice of defaults questionable, but we should be able to fix those. Until then, fill lights are a useful alternative, but as you know they're also good for tweaking the lighting of a scene when GI doesn't give you what you want.
Matt