Therefore, what is the main usecase of this model? Generating cheap 3D assets for videogames?
For games at the very least you need to consider polygon budget, getting reasonably good UVs, and generating materials which fit into a PBR shader pipeline, at least if it's going to work with rendering pipelines as we know them today (as opposed to rendering neural representations directly, which is a thing people are trying to do but is totally unproven in production).