Quick answer: In the mesh's Import settings, disable generation of channels the materials do not use (e.g. tangents when there is no normal map) so vertices ship smaller.
Each extra per-vertex channel multiplies across thousands of vertices. Godot can generate tangents and keep data the shader never reads, wasting both file size and GPU memory. Trimming unused channels on import shrinks the mesh with no visual change.
How to fix it
1. Identify which channels the material needs
A material with no normal map does not need tangents; a shader that ignores vertex colors does not need them. List what each mesh's materials actually sample.
2. Disable unused channels on import
In the FileSystem dock's Import tab for the mesh, turn off tangent generation and other channels the material never reads, then Reimport.
3. Verify shading still looks correct
Check the mesh in-game after reimport; if normal-mapped detail disappears you removed a needed channel, so re-enable only that one rather than all of them.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.