Hi, sorry for not answering, but I have totally lost myself in AI Shoujo and Koikatsu for some weeks now. The quaity is much behind VaM and VaM is still no1, but the girls are much more "alife".
The collisions, as you may already know, are not a function of the mesh, but a very simple (but in that time ingenious) "tinkering-solution" of the very early VaM. I hope 2.0 will bring real mesh collision. In 1.x the whole body is totally filled with many different geometrical figures of Unity colliders. If you morph a body part, the geometrical colliders in this area will change their size and position, as good as possible (which is a limitation, of course).
Yes, the vertex count is fixed. Not sure if this is technical an issue with VaM, but so you are using DAZ3D for creating new custom morphs, it is a strict limitation of the DAZ morph importer. One vertex more or less and the importer refuses to create the morph.
The new DAZ models Genesis 3 and 8, which are planned for VaM 2.x, have this limitations, too. There are pros and cons using DAZ. I am a big fan of the idea to use DAZ stuff, because the DAZ community is incredibly huge. If VaM has only used some very few own morphs, textures and clothes from the beginning, I doubt it would have become this big as it is today. As a former DAZ user, I see VaM a bit like "DAZ VR".
The new DAZ models are nice (but don't expect wonders), with a somewhat better mesh geometry and some very intresting new features, like morphs that trigger other morphs (rising the arm will morph shoulder and back, too, for instance). But much more I am waiting for all the new Unity features, like enhanced CPU multi core support and way better rendering.