I have seen more and more abominations against optimization when it comes to worn & rigged items, such as clothing. The worst offenders seem to be people who think that linking several different high-poly meshes made for several different mesh bodies and then switching body type through a scripted alpha HUD is a good idea. Keeping in mind that each individual clothing mesh is also pretty excessively high poly (100k-200k tris each) which is a problem in itself. But linking several together is a recipe for disaster. I have seen - no exaggeration - pants & shorts that, when right click & inspected, not only come to a total of 1-2 MILLION TRIS, they also often freeze my viewer when I right click on them. I originally was going to suggest a hard tri limit on objects (including multiple linked meshes in one), but then realized that a high tricount linked object may have it's purpose though, such as rezzed builds (which are often linked together to reduce land impact.) So, how about a tri limit for WEARABLE meshes? Would this be possible to implement? Something like; if you try to right click > wear an excessively high poly object, it prevents you from doing so, and instead shows a pop-up that says something like; "This object has exceeded the recommended tricount of (number) and should not be worn on an avatar". Maybe add a link for more information, to a wiki page or similar, with tips on how to optimize or why uploading a tricount bomb is not a good idea. This would hopefully stop creators from making lag bomb meshes and encourage them to optimize. I'm all for freedom of creativity on SL, and I understand that high poly meshes do have their place, but it's ridiculous that people are walking around with exceedingly bad optimized wearables that can lock up your viewer because of how high poly they are. I'm not suggesting to only allow extremely low poly meshes, but c'mon. 1-2 million tris for a single piece of clothing is insane.