I would be tempted to suggest keeping the two copies of the mesh (or use an object replacement script to substitute the subpatched object for the frozen one).
If you are deforming a frozen mesh, then no matter how hard you try you are still open to rendering errors from non-planar polygons as the thing moves (unless you triangulate the mesh - doubling the number of polys again). Subpatches of course don't suffer from this problem.
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