Early on, I had this aversion to making dozens of DUFs for all the different versions I had of scenes. Now I know better, and I save a new DUF after almost every minor change. After all, the DUFs only run from say.. just under a MB to 20-30 MB for a complex scene. While I have stupid hair assets that are over a GB each! I've already filled one SSD with assets alone in DAZ, lol.
Yeah, some of the assets out there for Daz can kind of get obnoxious in size. I have 40GBs in just billboards from Riversoft when they went on sale, bought a bunch. Clothes, hair, and hair color expansions tend to pile up quick. Especially with 8.1. I bought an 8TB external drive (I know a NAS is superior, but I don't have that kind of money laying around.) and just keep a dedicated folder for all the environment/scene .duf files as is without people. Definitely saves a chunk of space at the end of the day.
But to answer you first part... I had this habit of setting a large scene up with multiple renders from different cameras all on the same scene. That way I could use the Render Queue and run them all night while I slept. Unfortunately, some background surfaces looked very bad when their texture resolution was lowered (I did the recommended factor of 2) and I didn't notice it in the Iray previews. So I wasted a whole night's renders. Then I realized that I hadn't backed the originals up. I could reloaded the environment scene but then i would lose hours of posing and lighting setup. Oh well, that's how you learn
Sometimes it pays to look up the texture's you're working with and see if they have the size/dimensions that can be compressed/scaled (people and clothes, aside, obviously.). Looking at the dimensions (4096x4096, 3500x3500, 2096x2096, etc.) is going to help clarify what should or shouldn't be reduced/compressed. I wouldn't do it to anything under 4096x4096, personally. I also try to keep things like furniture, wall paint/paper(s), etc. solid colors as they're easier to compress without noticing the loss in quality. That's where having diversity in shaders can come in handy. Most shader maps are going to be fairly high quality if they're relatively recent, which can allow you to compress them as you would the rest of the 4k textures in the scene.
Yeah, unfortunately, sometimes stuff like that doesn't really show up until you start the render and let it go for a bit. Which only gets tougher when you lack a capable GPU to start and stop as needed.
I don't use the Render Queue utility anymore. It started to act up and eventually stopped working all together. Even a re-install of DAZ didn't fix it, so I am thinking it either needs an update, or there's a DLL somewhere that is borked and I can't find it. In any case, I use the Batch Render script instead now. Can't do multiple CAMs on the same scene in one go, but you can save the different Cam views as seperate DUFs and do it that way. And I find it's less glitchy and more stable.
I've very rarely used Batch Renders of any sort. Mostly because my PC is in my room, and living the desert, it can get pretty toasty while rendering, even at night. That and my computer can get pretty finnicky, specifically my AIO deciding to have a random pump failure, causing all the fans to speed up (sounds like a jet.) and blink red which causes a restart. Nor am I really comfortable having a PC rendering all night without much of break. That said, I've used this with a fair bit of
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. Haven't had any issues nonetheless.