Might also be worth mentioning (if you havent already looked into it) to see how much you can compress the data (retaining its completeness, accuracy etc..)
Sending partial data between intervals of full 'sync' data being sent can sometimes work.
Depends on your game mechanics and gameflow whether you can improve anything.
Sometimes (1300 byte block... ) even a zip type or even a RLE can be done (with added program complexity....)