In games we can usually just transpose the inner 3x3 R+S, invert scale and handle translation similarly to get a semi-quick inverse.
Carr, J.C. et al, "Reconstruction and Representation of 3D Objects with Radial Basis Functions", Siggraph 2001
In my research, specifically, that spatial mesh can have as many as 10^7 grid points. For linear systems of this size, any exact solution at all is impractical - we exclusively employ iterative approximations built from terms of the form (A^n) b since matrix-vector products are about the only things we can compute in a reasonable amount of time.
Inverting even a small hilbert matrix will probably go boom.
Resorting to a numerical minimization (like MINRES) would be unusual unless the dimension is much bigger than hundreds. Certainly it's not relevant in a graphics computation with dimension of 3, 4, or 6. My laptop inverts a 4Kx4K general matrix in 1.5s. It solves a 4K linear system in 0.5s.