What you needJust the new Brawlbox (Brawlbox 0.71)here:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35494So yeah the new Brawlbox has a working tristripper. This means that there will no longer be any redundant facepoint additions and inflated file size and lag. There's another important feature that I don't want overlooked that will also reduce lag and file size. You see weights in most of our character rigs are way too specific which causes the node count and file size to go way up. Believe it or not, too many nodes can cause just as much lag as too many facpoints. Now there's another feature that makes tristripping stages easier, but let's cover characters first.
Let's take my Solidus model.

As you can see, despite the fact that the model has less than 20,000 facepoints in Max, it has 35,238 facepoints, which is way too much for a character.
Now if you have a .dae before you imported the character, import that using the new Brawlbox. If not, export using the newest Brawlbox and reimport using the new BB. Here's a pic of the settings I recommend.

Lemme explain why one by one.
- We want to force floats on all the 3 top options so that Metal Material maker does not Malfunction, as with previous versions.
- We need to make sure all objects have color nodes, even if the model doesn't depend on them. These settings make sure the color node doesn't affect the model in any way.
- The Material settings are open to interpretation. This depends on you. Keep the Remap Materials on true to avoid redundant Materials.
- Now leave the first 4 settings be if you're importing a character. The last one is weight precision. You see, Brawl rigs tend to not be that specific and never be anything more specific than the nearest 0.05. If we leave this any more specific, we end up with unecesarrily specific weights that waste space and up the node count, too many of which can lag the game. This value makes them optimal without sacrificing the rig. While you can go higher and further lower the node count, this can make the deformations and bending of the rig look bad.
- Now for the Tristripper option; leave them as is for good results. Modifying the cache size may slightly lower the final facepoint count, but it's not a guarantee. 30 is fine generally, though 52 is also recommended.

Note that the facepoint and node count are much lower than before without compromising the model's geometry or anything.
Now we can restore the Materials and Shaders using the new Brawlbox(This part takes much longer than advertised) or whatever method you have. If you're reimporting a model that was encoded and completed in a previous Brawlbox revision, you can export and replace the Shaders/Materials with the new Brawlbox.
For stages, there's a more efficient method.
Let's use my VR stage.

We can simply go to the mdl0 directly and open up the Object section. Then CTRL + P or Right Click > Optimize to bring this up.

Then press OK. Repeat for all the objects. Keep in mind that the facepoint count doesn't update until you save and close.

This optimizer doesn't affect node count. Stages don't really have a lot of node counts so they aren't really an issue.
If you have any further questions regarding this, ask here.