In recent versions of Poiyomi, they've included a feature referred to as "UV Discarding" https://poiyomi.vercel.app/special-fx/uv-tile-discard
This allows users to use a secondary UV map on an avatar to put islands on specific parts of a tile grid and toggle their visibility. This allows one to use tremendously less meshes and materials in their avatars while offering a greater degree of customizability for their avatars.
Due to the nature of how at least Poiyomi's UV Discarding works (by default), it effectively prevents the discarded polys/UVs from being rendered at all, which in theory allows for a tremendous increase in performance statistics. (depending on how well such a feature would work on Android builds and there isn't some obscure Unity nonsense preventing it)
This would largely mitigate the current issue that plagues Quest where avatars are fairly limited in terms of ideal user customizability, resulting in many avatars people want to use being very poor, and thereby resulting in people showing nearly every very poor avatar they come across (when they really shouldn't) and ending up crashing.