Well, the tr.lightmaps array is only needed for registering shaders for surfaces loaded from the BSP. When shaders are registered from the cgame or for models they use LIGHTMAP_2D or LIGHTMAP_BY_VERTEX, so tr.lightmaps is not needed. Theoretically you could free the memory after R_LoadWorldMap, but in practice you can just allocate it on the hunk and forget it until the next map is loaded.
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