As for build times I did encounter a [GenerateProjectFiles -CurrentPlatform] option. I do not know if this works for certain though. I have used but ran into an issue with the Python plugin. After enabling the scripting plugin and upon restarting the project it failed (I believe). I updated the Visual Studio solution, rebuilt it, and was able to continue working.
However, I am now using a full version because I am not sure of the impact of the -CurrentPlatform option. I may go through the details of the option later but for now I am staying with the full build.
I am disappointed of how long Setup.bat took though. That was painfully slow. . .
Setup.bat and compiling shaders should be done at the system level and not needed at the project level unless the target is different (of changes occurred on Gihub for Setup.bat).
And you can change an option to let the shader compilers run wild at the expense of getting a hogging resources during packaging times.
; Set process priority for ShaderCompileWorker (0 is normal)
And this value is read in Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:
// Launch the worker process
int32 PriorityModifier = -1; // below normal
GConfig->GetInt(TEXT("DevOptions.Shaders"), TEXT("WorkerProcessPriority"), PriorityModifier, GEngineIni);