I don't think the performance issue is relevant for this game at the moment, as it can already be played on any old computer, and even increasing the polygon count of the models is unlikely to have any impact.
But here's the question: if a two-sided modifier multiplies the polygons, instead of a harmless 10-12k, we get 20-25k, which, I agree, is not ideal considering that the game engine was originally designed for models with 3k polygons.
But even here, the problem can be solved simply. You can simply separate the elements of the model that need to be two-sided into a separate mesh and apply the two-sided material modifier only to this mesh in the game.
Added 1 minute ago
Understood, accepted. We'll keep working on it.)
Well, in general, you could say that. Cheap and cheerful, but it works.) The main thing is to make sure that the bone hierarchy is preserved when converting formats.
This can also be described. It should be clear to a beginner.