Hi Lee,
Those editor pack objects will require players of your mission to have the editor addon. However, there are two ways to use these objects and NOT require an addon.
1. Place placeholder non-addon objects in the editor. Then use a script to replace them with the desired ARMA object. I wrote a script called replace_object.sqs that does this just fine. To use it, put this line in your placeholder object's init line:
[this, "Land_vez_ropa", "Pump2"] exec "replace_object.sqs";
In the above example, I am replacing the current object referenced by "this", with an object of type Land_vez_ropa (an oil pump), and naming the object "Pump2".
See my Destroy Oil Pump script for working example of this (and get the replace_object.sqs from there):
http://www.ofpec.com/ed_depot/index.php?action=list&game=ArmA&type=scIn this simple sample mission, I placed many barrel objects, and put the script call in their init fields, and when mission starts its magic: You see oil pumps instead of barrels.
2. The other method is to place placeholder objects, and name them something you can remember (like "fence1"). Then exit ARMA and edit the mission.sqm. Search for object name (like "fence1"). Then edit the object type there to be the object_type you want in-game. I have only read about this technique, so this may not be exactly how you do it. You might have to search the forums.
To find the Arma object type name for these objects, the typeOf command is handy, as is this Object Reference:
http://www.ofpec.com/COMREF/armavehicles.phpRegarding lag, I have no idea.
Good luck.