I am, i am... Old 3D fart here..
As you said, it stores in nurbs (or one of the many other volumic/surfacic ways to describe geometry) but displays polygons. Which, once all computations to generate them are done... are pretty static.. Until models get changed, which trigger a conversion into some other -but yet again very- static meshes. This is the last part i am talking about.
Storing information about a tube might use some bytes here and there. The polygons that make each of the vias are much more than the description they originate from.
However, the machines we have today and those of yesterday are plenty capable of rendering hundreds of those boards with PBR shaders and not drop any sweat.
Modern techniques and correct shader programming makes polygon count a variable, not an imperative. Just have a look at Nanite and Lumen technologies in unreal5.
Still, just to get back on tracks: those bumps are not necessary, incorrect and give wrong information about the board. That ought to be corrected.
[edit] Dare i add "this is CAD, not a game engine, we aim for precision and correctness".. 😜