you cannot pass physical games through datastores. please read the docs next time and save tables instead. Now that thats covered, you are getting this issue because you are calling setasync or getasync too many times. You can view the limits here https://developer.roblox.com/en-us/articles/Datastore-Errors
However, if you do a single datastore request when a player joins and when they leave it will not overload the queue. If you can show the code where you call that function, that would also help.
Yeah, you will get that output every time data is saved. You don’t have to worry about it as long as you aren’t going over the limit, it gets annoying but wrapping it in a pcall should resolve it, and you shouldn’t see it anymore.
local s,e = pcall(function()
I dont think you will get that every output. That is bad and should be looked into. If it happens every once in a while its fine but if it happens everytime its saved thats just a disaster if the game becomes big.
If you are worried about data being lost/corrupted due to save size, you can JSONEncode your table, and then save it to the DS, and then JSONDecode when loading the data. JSONEncode formats the table into a string. Also, believe me, it isn’t anything to worry about. I’m saving quite a few values and have yet to run into any errors. It is also putting the same output right below.