I usually put a lot of care on:
-wire flows. The direction of the quads.Even often I just “rewire” it after I end, or even after a fast rig test, which I do before uv mapping, and usually in parts I know to be problematic: shoulders, knees…
-position of bones joints. takes a lot of practice, tho usually the places are pretty similar from character to character. It does a lot good positioning.In Max I was able to rearrange those after uvmapped textured and rigged with no probs, with some tricks.
-weights: key thing. While other stages are important, this one can do magic. Patient and per vertex even, or per area careful weighting, can do wonders. You can force an area to do really what you want. Don’t trust only on envelopes. While them, and maybe better solutions like bone heat (eager to try) , in every anim tool I use, tweaking with careful selection of vertices and/or weight painting, spending quite time on that, is key for me.
-In your avi, I may did look at it wrongly, but seems you need weights on top of shoulder to be quite harder, more influenced by clavicle/spine.there are ways to do it and still have no weird bending when pointing the arm vertical up.
Still, the extra bone help is a great thing to do to, tho in mid pol and even some hi pol game characters, I didn’t use it, just did a lot of tweak of vertices weights.And they still could bend in extreme positions , even being anatomically realistic, or almost totally.
It is possible but painful.