Currently physbone colliders have a fairly rudimentary implementation that is rather restrictive. Considering that prior to the introduction of EAC dynamic bones had a third party patch to allow cross-avatar interactions, you should finish this feature. Contact system is already there.
Right now "global" colliders are only referenced from hands and fingers, as per the documentation, but avatars can have more objects that may need to collide: from anatomy to props and VFX. This is needlessly restrictive, and there exists no viable solution.
Thus, here's a draft of requirements:
  1. Implement the ability to mark a physbone collider as a global contributor: use a separate property to define global contribution status
  2. If current implementation allows for it, implement runtime property updates to allow colliders to be promoted to (and demoted from) global status outside of build process
  3. "Global" colliders' permission model should follow that of the ones already implemented in hands and fingers
  4. Add a safety option that'd allow users to disable (or limit total count of) custom colliders on a per-user and/or global scales; the feature should be enabled by default, the limit is up to you to decide
  5. If count limiter is implemented, also implement a uint8 (single byte) priority property in colliders, which essentially would copy AudioSource's priority's behaviour (same priority objects can be non-deterministic, based on client's stack), starting at 255 (lowest)
  6. Add a boolean "{parameter}_Colliding" animator parameter to physbones themselves that is set upon a collision with
    any
    collider, global or listed
  7. Add a boolean "{parameter}_CollidingWithListed" animator parameter to physbones themselves that is set upon a collision only with colliders listed in the component's collider whitelist