(Note: I do write code but I don't write code for Tremulous, I used bullet in one of my projects)
Tremulous is written in C, Bullet is written in C++. While this isn't a problem per se, it does introduces a whole new set of issues.
Bullet basicly does two things: collision and movement constraint solving (think of it as 'skeleton animation')
It would be reasonably easy to implement bullet collision (load the map as a triangle mesh, add all entities as bounding box bodies)
but there are no tremulous map entities to support things like movable/throwable crates, swinging objects hanging from the ceiling
with a chain, or other 'kickable' stuff.
@CATAHA: yes, I think it's a waste of time, but not because of the renderer, more because
the maps have to be redesigned.