actually this is not a scale issue, the further the model travels from the origin the more the clipping affects it. this is a huuuuge bug.
for example a flying character would become unworkable the further he travels away from 0,0,0
Well, it isn't a "bug", per se, it's the way it's designed at present. May not be designed optimally, and therefore, as they say, there's room for improvement, but it's not a "bug" in the real sense of "bug".
So here was the horriffic workaround in Maya IF your model breaks the clipping plane because it travels too far from 000
1. export alembic file from rigged mesh
2. open new maya scene, import alembic file
3. group the alembic file to itself
4. center pivot ON GROUP NODE
5.snap group to 000, scale to 10 (we'll call this group "scale")
6.re-export group as alembic, save maya file (we'll call this scale.ma)
7. fix in chronosculpt, and export alembic file
8. open fixed alembic file back into the same maya file with scale fix (scale.ma)
9. drag the fixed alembic mesh (not the group) into the previously scaled group ("scale")
10. delete the old polymesh inside the "scale" group leaving only the modified cleaned up alembic file
11. set your "scale" groups transforms back to 0 (remember you moved the group to the center) and set the scale back to 1
12. export group AGAIN as final back to maya render file