Thanks Marianna for the great article! Sketchfab is my go-to website, for both free and paid items, when I'm looking for mesh components to add to my primarily prim builds. After trying multiple download file types, I find that I prefer GLTF 2.0 when available. And as Marianna noted, taking the time to truly assess your mesh will prevent issues uploading.
I mostly use Blender 4.0, and the primary tools I use are Merge Distance, Decimate, and Smart UV Maps. If a mesh comes with textures and uv mapping, I use only merge and decimate to preserve the original map. If there are no textures, I will join all the pieces into one object, merge distance, decimate, then create a new uv map. I also use Blender 2.79 for baking normals on highly detailed mesh objects, like statues. here's a good video on that process:
https://www.youtube.com/watch?v=0r-cGjVKvGw
The key step I use when exporting to collada is to uncheck the Triangulate box in the popup menu under Operator Presets / Geom, otherwise you might get the dreaded 'Vertex number more than 65534' error. If I get a physics is missing error, I will try other LOD levels before going back to the drawing board in Blender. If I get a 'Dae Parsing' error, I go back to Blender and make sure all faces are facing out and not flipped. Here's a good video tutorial on identifying and correcting those:
https://www.youtube.com/watch?v=NT_ozJW8v50&list=PLIyBt3CA...
As for physics, I use the latest Firestorm viewer and tend to use a variety of approaches, depending on how the user will interact with the mesh. If it's just to be seen, I'll select a low or medium level LOD then select 'cube' or make a similar basic object in Blender to encompass the mesh. If it has a high vertex number and it's something that will be up close and interacted with, especially furniture, I will select at least the medium physics option then apply the analyze tab. If the upload already has a very low vertex number to begin with, I will change all the LOD's to match the high setting and skip the analyze step altogether.
These of course are just my preferences and are not being promoted as the only way or best way to approach some meshes. Other creators will have their tips and tricks and preferred ways of handling mesh. Hopefully, some of this will be helpful.