Thanks for reporting those results.
As to why different scenes would make a difference, well that's because they will use (or reduce efficiency in) different parts of the renderer by different amounts. Clouds, for example, use the Cloud Shader which has its own caches and calculations to make, and it also calls on the lighting systems of the renderer in different proportions, with different parameters, and with different levels of coherence between adjacent calls which will stress various caches differently. That's just scratching the surface. Different scenes take different amounts of time to render not only because of how "much" is in them but because of what's in them and how efficiently TG can handle different scenarios.
Since we don't know the reasons why multi-threading performance seems to be worse under Wine, it's helpful to narrow down which rendering systems (or at which scenarios) lead to less efficiency - efficiency relative to different thread settings and efficiency between OSs.
Matt