>>27616751. A model with this sort of appearance can easily be decimated to about half of its vertices and polygons without a loss in quality.
2. It is probably advisable to edit 1-1-1 Diffuse/Ambient values to something like 0.5 and 0.8 respectively, I remember having some sort of issue related to it, where the material turned white when using some effect or shader.
3. Make all hair, scarf, and skirt bones visible and create a separate display tab for them, it is useful in some cases when you want a specific state instead of relying on MMD physics.
4. Find a renowned, finished model like YYB Miku that has グルーブ/上半身2/左肩P/左肩C/左手捩/左親指0 bones (note: do not use Ademar's Izumi or any male models as reference, especially for morphs) and match your model's skeleton to it. You should also utilize the local axis setting for limbs after you finish linking & parenting (click Local Axis, then > buttons on each of the main limb chain bones).
5. Using the model you found, match the JP naming of all morphs that can be matched to it. (Open it in another instance of PMXe and compare.) Also create group morphs to use one-sided morphs (like raised eyebrow) simultaneously on both sides (-> raise both eyebrows).
6. No point in a display tab for one element, merge with 体(上) and rename to simply 体 or, conversely, expand it.
7. Widen the skirt rigids to completely cover its surface if you don't want the legs to clip through.
8. I think the hair physics could be simplified without much of a loss.
9. Nullify the rotation of all joints and make sure none of the physical rigids touch something they collide with by default. You can hide the stuff that obstructs the view by selecting it and pressing Ctrl+W / using the Masking tool.
10. Use the PMX Info Inspector to remove the remaining issues.
Then come again to deal with the rest of this mess, which will likely include weights. Kudos for showing me something new, never expected this to be possible.