Hello,
1) What are you programming that requires 36k instances of Super Text Mesh on screen at the same time? Knowing this might help me come up with a specific solution for your use-case.
2) Have you looked into object pooling as a solution to this?
3) Super Text Mesh was originally designed to just work as a single text box, then was optimized to function efficiently as UI elements, so for something like requiring 36k active instances at once, some manual optimization may be required... For instance, are all the meshes going to display the exact same text? If that's the case, you could write some code that causes the mesh generated by one Super Text Mesh object to be shared with a bunch of mesh filters & renderers, instead.
4) SuperTextMesh.cs's whole script is long, but it's all exposed and I tried to keep it as organized as I could. Only SuperTextMesh.cs needs access to all those methods inside of it, so it's all in the one script... maybe in the future I could divide it up, but it might end up having a reverse effect of making it harder for me to edit. (Unity doesn't like partial monobehaviour classes, so I would properly divide STM into multiple components...) I'd recommend expanding and closing parenthesis within a code editor should help with making things navigable. (Some code editors also have a "Structure" view that's very handy for this, too)