Dont spend much time on WC3, but I remember people still claiming no solution to the World Editor Object Editor Lag. Well, Ive found a systematic solution: Wurstscript https://wurstlang.org/ Essentially, its a set of Visual Studio tools that allow your to work on WC3 maps. The way it works is, if you have good knowledge of using Jass, you should be able to use Wurstscript, and code in trigger and object data into Wurstscript, without navigating the slow World Editor. Then, it compiles all of the data entered into the Visual Studio and compiles it with the map, allowing everything, with the exception of terraining and placing doodads to be done without using the World Editor. It might be a bit difficult to learn and use if you dont know basics of coding, but I assure you it saves a lot of time in the long run.