When the JPEG folks were working on image compression, they didn’t create a better or faster LZ. Instead they developed new approaches. I see games growing >150GB and then graphs like this, and it’s obvious the game devs are going in the wrong direction:
https://aras-p.info/blog/2023/01/31/Float-Compression-2-Oodleflate/
(Note these benchmarks are great and extremely useful.)
Separating out the texture encoding stage from the lossless stage is a compromise. I first did this in my “crunch” library around 15 years ago. It was called “RDO mode”. You can swizzle the ASTC/BC1