I'm not sure to what extent VRC devs can have in this, but native support for bicubic texture filtering would provide a lot of tremendous benefits. Low-res textures would look a lot smoother when zoomed in, rather than the weird blurry-video-game texture look. People uploading massive avatars could use smaller texture files and they wouldn't look pixelated or weird. Lightmaps are always low-res and could look a LOT better without requiring more memory. And those world devs bumping up lightmap resolutions to look better for interiors can probably reduce sizes, if it was handled natively. And since various GPUs already support it, including Quest, and the code is presently not that difficult to implement in shader scripts, a solution that the general population can use easily and more awareness raised for it would IMMEDIATELY improve the quality and appearance of textures and may even prompt smaller avatars and worlds.
Bilinear and trilinear filtering were fresh on the N64 back in 1996. We have better solutions, now. I'll duplicate my request in the official Feedback site.