This was something that I previously teased at /r/godot here
My biggest tips for other devs who are interested in releasing for Steam is to give them a month of review time. They only work during workdays, combine with time needed for you to actually fix if there’s problem. If necessary you can also just cut some features out for this review build, including cutting supported platforms (ie, only support Windows), it just need to match with whatever described in Store page during the review. You can always re-add your intended features and platforms later down the line once you have passed the build review, without having to go through a manual review again.
Second would be to split the .PCK! I remember reading somewhere that there’s an upper limit on how big a single Godot .PCK is, 2GB. So split it when it makes sense to something like (audio.pck, graphics.pck, scripts.pck)!
Third is about how Steam handles your game files, I use encryption on the .PCK, this however comes at cost, the Steam couldn’t quite figure out a proper way to makes sense of this garbled files, so they will just redownload the whole thing in case your game has updates. Therefore the #2 can be useful for this case, you just export, and upload the .PCK that require changes.
Thanks for reading!