I wouldn't put proxies in xrefs personally, It just adds another layer of complexity that isn't necessary.
Oh, we're not doing it for fun :) Working with xrefs is the only way we know to make our work manageable. Both from a collaborate point of view. And for viewport performance. We break things as much as we can. Not all projects are like this. But currently I'm working on a big campus. It's maybe 500x500 m. With parks and a bunch of complex buildings. All being built by different people in different files. And then you xref in what every you need for your current rendering. Or all of it for your aerial shot...
It really makes me wish there was a more game engine like LOD built in to Max at a very fundamental level. So one could have that in mind with the creation of every asset. So Spline steps, number of segments on modifers like extrude, lathe, sweep, chamfer etc and turbosmooth would automatically. Not to mention all these damn trees and plants :( I have tiny flowers that are sometimes in just two meters from the camera, and sometimes 800m. Some sort of LOD on those would be great. For me to manually make LODs and switch them out is impossible right now.
Another thing is managing textures. Someone might create a texture for something they are very near by. And I might render it from a distance where it's all just one flat color. It's hard to manage this, and it get out of hand because of human factors.
Getting an overview of the entire file, with xrefs, where I can see what resolution textures are, would be nice. There are ways in max. But Corona Bitmap doesn't report back texture size to Material Explorer (that I didn't know about until last year). I got that logged as "the most boring feature request ever" ;)
I realise I'm just ventilating now, while my huge files are loading...
Thanks for you replies!