Why?
Why should there be a separate SVC for _every_ _single_ _piece_ _of_ _game_ _state_.
Underscores annoying you? That's what supporting 500 svcs is like.

Each svc needs checking for modification, it needs the code to trigger it in qc, it needs the code to write it out, it needs the code to parse it, it needs to use different svc numbers in different engines or even just with different protocols in a single engine... etc...
Frankly, specialist svcs are no less evil than stuffcmds. At least stuffcmds don't result in clients erroring out due to illegible messages.
Stats, on the other hand, are stored in fields. Saved games save those directly. They're trivially restored without having to do any special stuff purely because its a saved game, etc, heck - they also work with starting recording a demo mid-map without any extra changes (however, I should point out that stats can conflict in numbers just as much as svcs do, and csqc is 'allowed' to use stats 32-127 freely without conflict - dp already uses stats starting at 255- for player movement properties like gravity).
With CSQC and saved games, stats are the *only* clean way. Which is why nexuiz used temp entities to send client settings... grr.
fog should be part of the map format ala q3 if only because that gives nice volumetric fog instead of simple global fog (although mobile fog regions attached to entities would also be cool although impractical). skyboxes are the same, again q3 uses a client-side shader for those. ignoring the texture in the bsp and using some skybox instead is a hack just as much as anything else.
client-side parsing of worldspawn fields is required for mods that don't know about those fields, for mods that don't know if the engine uses an svc, or a stuffcmd, or what number or order of arguments to use. Worldspawn hacks are generally more standardized as they're typically based upon existing content, kinda required for halflife bsps anyway, and guarenteed to be reloaded on saved games/demos etc.
Either way, visuals should follow content, not qc. Mappers don't want to be at the mercy of the qc modders in addition to the engine modders, its a double whammy.
Anyway, back on topic.
A couple of engines support mid-map precaching of sounds/models. Engines that do need to store the list of those in the map. The same goes for anything that traditionally goes into MSG_INIT, including makestatic, staticsounds, etc, though I'm not enturely sure how those are useful mid-map.
A couple of engines support hub systems (including rmqe now, apparently). Such engines need to save the other maps in addition to the current map! As well as allowing restart to work properly.
Regarding the runes... I can see the issue, yeah... Can't say I ever noticed it. You can probably just update svs.serverflags to match the global and ignore if they get too many runes until there's a more significant savegame change that warrents making it incompatible.
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