coughs
what if you used CreatePlaceAsync, saved the (compressed) data in the description of the newly created place, and then used the assetid of the new place to aquire the information from a different game
It seems pretty possible, only save file size would be limited by how much information you could fit in the description of a place, which honestly in most cases could be more than enough if stored efficiently. You can even set an id using CreatePlaceAsync which should reliably allow you to know what the placeID would be from the new game based on the player
just an idea