Earlier quoted context omitted.
You could just have a mono-repo with a large amount of assets that aren't always relevant to pull. Incremental builds and diff only pulls are not enough in a modern workflow. You either need to keep a fleet of warm builders or you need to store and sync the previous build state to fresh machines. Games and I'm sure many other types of apps fall into this category of long builds, large assets, and lots of intermediate…
For a large amount of sometimes-relevant assets, is mapping them over NFS a bad solution? SourceFS also gets them across the network on demand, right? And a fleet of warm builders seems pretty reasonable at that scale. SourceFS sounds useful for extra smart caching but some of these problems do sound like they're just bad fixable configuration.
It's actually pretty hard. The more builders you have the older the workspace gets and scaling up or cycling machines causes the next builds to be super slow. Game engines end up making central intermediate asset caches like Unreal's UBA or Unity's Cache Server.