Wow, okay. When I did my own (very limited) tests I used TEXCOORD1 to store an index for the bones (it only allowed one bone per vertex, and meant I couldn't use the second uv-set for anything else); I knew we'd need a slightly bigger vertex struct, but I had no idea the repercussions would be so big.
Really appreciate the effort, and wish there was something I could do!
Either way, I was stoked to see so many bones-animated models on-screen at a time, and was surprised to see each of those entities has
60 bones! That's a solid test as far as I'm concerned
Jibb