Ohhh, I never ever ever use the optimize modifier for anything. I don’t really trust ‘automatic’ tools because they never seem to do exactly what I want. I do use the loop and ring tools a lot for selecting though. They speed everything up when it comes to removing whole edge loops. For this model I used the select by element to select the little jewelry things and the pieces of her costume. I deleted those completely, along with other unnecessary details like the hair (which had three copies of it all stacked onto itself) and the inside of the mouth. then, I deleted half of the model. Without any distinctive features, it’s okay to delete it then use the mirror ‘reference’ tool so you can edit one side and the other side will get the exact same edits, only mirrored. Then, I detached her head, tail, arms and legs from the main body, selected the loops that werent’ needed and removed them. I had to do this several times to get the poly count down. I ran into trouble on her face, and hands. They have what I call pinch fires… which is where the turbo or mesh smooth modifiers try to solve triangles on a low poly version into quads for a high poly version… since it is easier to smooth a model that is all quads. It makes vertices outside of normal edge loops and makes little shadowy ‘pinched’ areas when you render. Those drive me nuts and are hard to get rid off… I deleted her hands completely and removed whole areas of her face to fix those things. There is still a lot of work to do because of the silly way the original artist created this model… there was a lot of unnecessary geometry stuck inside the model and her eyes were one continuous orb with modeled irises on top… so I will be closing those off and either making them separate orbs or just fixing them to the head and let them be painted on. I’m not sure what I will do for the mouth yet… I guess I will cross that bridge when I come to it.