Is it efficient to split up very large static mesh colliders?

I am using very large static mesh colliders in my scene that can twist and turn up to 2000 units in length and be about 30 units wide. They are unique road/futuristic travel-like systems. They will not move during run-time and using some kind of mesh collision on them is mandatory for me (primitive colliders is not an option). A 2000 unit long mesh collider may have about 8000 triangles.

Would it be more efficient, in terms of physics collision calculations at run time, to split up the 2000 unit long mesh collider into smaller 100 unit long sections?

The reasoning is that maybe there is bounds checking going on and I could check collision against fewer triangles at a time.

There is definitely bounds checking going on. A smaller collision mesh would indeed result in less calculations when inside the bounds.