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The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.
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Greek omicron (ο, U+03BF) is as dangerous as Cyrillic o: pixel-identical in 40+ fonts. But Greek rho (ρ, U+03C1, which maps to p) is pixel-identical only in Phosphate and Copperplate, two geometric/all-caps fonts where the structural distinction between rho and Latin p collapses. This is font-specific risk, not script-wide risk.
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