Well it's not a simple as that.
For one thing, I don't have the original source code, so all I can do is come up with my own solutions (or get contributors to help) that reproduce the original the best they can, even if they're not the most efficient optimized things. Maybe it's the easiest way. Maybe we don't know any better. Either way, the project is still very early so the focus is on getting stuff done. If I spent too long worrying about optimization, I still wouldn't have made it past the globe. There's not enough manpower to handle it all.
For another, the Geoscape is a prickly issue, as anyone who's worked on it by now knows. All the floating-point math is probably an issue, and getting rid of it could help, but that's not all to it. Not only does the Geoscape have to handle all the globe calculations, it also has to render it all every tick with detail/lightning/etc, as well as keeping the game timer and every single thing on the globe running as well. The day/night and ocean rendering is particularly slow, and SDL blitting can be a bit sluggish. So there's probably a lot more performance hogs in there.
I don't know about the Battlescape, though since it's all very static and turn-based (unlike the Geoscape which has to keep recalculating stuff in real-time), there shouldn't be big issues there.
In conclusion, I realize that people love portability, and the code is written to be as cross-platform as possible, it's just stuff like optimization/control-replacements/platform-tweaks aren't a priority at this stage, when the game is barely playable and the code is constantly changing. Maybe, as michal says, there are people out there who are much more knowledgeable than us and would love to just waste their time optimizing some stranger's code. I wouldn't know any though.