Sorry for the very late reply.
Well, I know about kitbashing, I should have been more clear: I am interested in having universal meshes in animation production. Kitbashing is great for showcasing ideas, but it has to be reworked for animation scenes.
So the best case scenario is to have a mesh that can be reshaped to fit any number of characters and one will not have to redo the uv’s, blendshapes and jint assignments, because the vertex ID’s are not changing.
The worst case scenario is the part where you have to redo all of that, because you need to change the topology here and there. There is still a slight speed gain, because you modify an existing geometry, but everything else is lost.
I was thinking about having pieces done, like heads, arms, legs, torso, then transfer the skinning data to the final mesh - this seems to me the the most promising, but all of this is mere hypothesis, I don’t have time to try out all.
I imagined some people already have similar systems in place