Arno has previously confirmed the technicality of higher geometry complexity import yields in MCX with Sketchup KMZ exports:
https://www.fsdeveloper.com/forum/threads/dae-vs-kmz.261266/#post-441274
It is easy to place 3D models via MCX or other 3rd party utilities and/or hand-made BGLComp XML, so KMZ is not 'required' for 3D models which involve FS run time display of a manifold "shell" type 3D model of
ex: a hangar; feel free to use DAE or OBJ.
But, your 3D model stairs are to be used in a hangar for FS9, which I assume is intended to be seen via the aircraft camera.
IIUC, that means you are likely going to have the hangar door open, or perhaps for some reason you will create a spawn point / RWY / Helipad 'Start' location for an FS aircraft inside the 'closed' hangar ...that allows seeing the stairs.
Otherwise, why create / place the 3D model of the stairs inside a 'closed' hangar where it will not be seen, but will still impact FS local rendering engine load ?
IIUC, if you do intend for the stairs to be seen from an aircraft camera either inside the 'closed'- or outside the 'open'- hangar, you intend to texture the inside Faces of the hangar 3D model, regardless of whether the stairs are directly combined with the hangar 3D model.
If you create the hangar 3D model as a double-sided "shell" to save on 3D model geometry complexity, you may need to use double-sided Faces.
Alternatively, if your hangar geometry utilizes walls with manifold 'thickness' rather than using a double-sided "shell", you could theoretically have all hangar Faces configured as 'single-sided' Faces.
Do you have a Hangar already modeled that you intend to use the stairs inside ?
If so, please attach / link your Sketchup 3D model of that object here so we can determine whether your stair 3D model even requires a 3D balustrade, or if it can instead utilize a flat transparent panel proxy for the 3D balustrade you otherwise intended.
However, be aware that such a proxy for the 3D balustrade would be a "double-sided" non-rotating Sprite; this may- or may not-require setting Options in the exporter used to allow for "double-sided" Faces.
But the balustrade proxy would save dramatically on geometry complexity compared to fully 3D modeled balustrade(s).
And please do indicate how / where you intend for the stair 3D model to be seen from FS9 run time aircraft camera position(s).
Geo-referencing is "Geo-location" in Sketchup; this ultimately is used to "place" the 3D model in the FS9 3D world at run time.
This info can be implemented external to the 3D model in the BGLComp XML 'placement' code.
MCX can read / utilize the "Geo-location" of a Sketchup KMZ file during import to create an object 'placement' code / BGL.
But one can work without the potential convenience of Sketchup KMZ "Geo-location" info in the imported 3D model.
By now you probably recognize that exporters and importers are the basis for what we have to deal with in FS 3D modeling.
There are 3rd party converters as well as importers / importers, both free and payware, which one can use with 3D models.
Since it is generally a "Best Practice" to create 3D models that are as efficient as possible, and devoid of problems which may impact rendering by the Windows DirectX infrastructure when rendered at run time in FS, we should first optimize in Sketchup with our 3D modeling methods, and by our choice of exporter and its associated settings.
Then, during and after import into MCX, further optimization can be implemented to allow the best local FS run time rendering.
I believe that as you conduct further comparative analysis of various 3D modeling techniques, importers / exporters, MCX Option settings etc., you will eventually conclude what is most important to your project goals.
I am compelled to repeat my observation that running FS9 on a modern computer makes most such concerns as you cite regarding geometry complexity as highly unlikely to have a perceptible impact on run time local FPS, stutters, pauses etc., and may prove to be an exercise in learning optimization methods that might be more important in newer versions of FS in the future.
Your results may vary with each 3D modeling technique and importer / importer you try, and such permutations as one may incur in a contest of 3D modeling "one-ups-manship" may prove rather time consuming, so govern your endeavors accordingly.
PS: You may wish to consider use of TIG's OBJ Exporter instead of any Sketchup built-in OBJ export feature:
https://community.sketchucation.com/topic/124848/plugin-objexporter-v3-0-20130131#p294844
NOTE: Beware of any "Triangulated" Face option which is often done to facilitate Material mapping in textured 3D models.
https://www.fsdeveloper.com/forum/threads/decrease-polygon-edges-lines.434139/page-2
GaryGB