In this pinball machine, everything is static trimesh except for the dynamic pinball. The flippers and bumpers are moved kinematically. PhysX handles that sort of thing nicely. Id imagine bullet would too since the static meshes are basically respositioned when position shifted.
Another dynamic to trimesh collision example:
And yet another good example. Here the skis (and avatar capsule) are dynamic while everything else, the mesh slopes, even the terrain are trimesh physics. You can see a little bit of inaccuracy because the default quantization is 0.05m.
Finally, mesh objects rezzed, dynamic, so convex hulls, but everything else is physics trimesh, except for the air kraken and bullets which are dynamic convex hulls.