A question though: what do you mean by extreme cases? Very big triangles (compared to the colliding objects), or triangles that are big in one dimension but small on other? (i.e. a triangle with base: 1m and altitude 100m)
Both can cause issues, though you'll often see more with sliver-like triangles (1x100). The ideal case is two cubish-shapes of nearly the same size; the further you get from that, the harder it is numerically.
Also, how big this relation should be to start worrying? (10:1, 100:1, 1000:1)...
It depends, but 10:1 is almost always fine. I don't think I've seen any issues at 10:1 without some other weird stuff happening. 100:1 can start getting iffy sometimes, and 1000:1 will often show issues unless the interaction is limited in some way.
Notably, collision with the face of a triangle tends to be very robust- you could create a triangle 10000x10000x10000 and drop a 1x1x1 box on it and it'd probably be fine. That's due to a very simple planar special case. Edges require a lot more numerically detailed work, so tend to show issues more quickly.
Also, v1 is sensitive to absolute scale. The default configuration targets object sizes somewhere in the 0.5 to 10 unit range for ideal behavior. Objects way outside that range can cause issues. The demos ConfigurationHelper.ApplyScale can be used to adjust the relevant settings for larger or smaller sizes.
(And the usual v2 note: v2 is not sensitive to absolute scale and robustly handles much more extreme relative sizes.)