Lol, I didn't actually read the thread
A lot of those textures look overly tiled from the obove down view, that splits up the brushes more sending the numportals soaring. also I doubt you have detail flagged any of those crates. Google a tutorial for how to ge tnumportals down with q2bsp
Sorry, that was from the compiler when i still had it in a big box. I took the box away and now there are leaks again.
Well, short of looking for them by hand, the best way to find leaks is to use a leak check which draws a line in bsp from an entity to the leak. Just go to file->leak check->load leak check file or w/e and load the one corresponding to your map. then when you fix it do "stop showing leaks", compile, rinse, repeat