But this is the biggest problem and is the root cause of the imbalance that I'm talking about. You need to have a plan, and you need to stick with it. We aren't talking about an update that was planned to have 400 renders, and ended up with 450; we're talking about an update that was planned for roughly (I think) 400 renders but will grow to almost 650. That's roughly 60% larger than you were originally planning. That's a big deal.
I've never made a game, so I try not to be too critical, but after five years of producing AWAM, I think you need to get a better sense of how large your updates will be. Again, it's one thing to go slightly over, but you've produced hundreds of extra images for this update. That's crazy. At some point, you just gotta say enough is enough, and wrap up the scene. These renders take you a long time, and if you aren't willing to cut the quality (personally, I felt that the 720p visuals were excellent and we didn't need 1080) then you should consider doing fewer renders.
This is a basic project management skill. It's hard, but it's a very important one. All of us have limited resources (time, money, technology, etc) and we have to balance them. Do you have a good idea of how many renders you can produce in a day/week/month? You need to start somewhere so that you balance your time and efforts because "small updates" should never turn into a "larger one". Something has to get cut, or something has to be limited, there needs to be compromise.