According to monogame devs lost textures is a normal situation. I've made full texture reload in GraphicsDevice.DeviceReset event. To make it work fast I've implemented load from xnb uncompressed files. It's pretty simple as long as this format just have pixel values in it. This is the only solution.
Here's how to read from uncompressed xnb:
private static Texture2D TextureFromUncompressedXnbStream(GraphicsDevice graphicsDevice, Stream stream)
{
BinaryReader xnbReader = new BinaryReader(stream);
byte cx = xnbReader.ReadByte();
byte cn = xnbReader.ReadByte();
byte cb = xnbReader.ReadByte();
byte platform = xnbReader.ReadByte();
if (cx != 'X' || cn != 'N' || cb != 'B')
return null;
byte version = xnbReader.ReadByte();
byte flags = xnbReader.ReadByte();
bool compressed = (flags & 0x80) != 0;
if (version != 5 && version != 4)
return null;
int xnbLength = xnbReader.ReadInt32();
xnbReader.ReadBytes(0x9D);//skipping processor string
SurfaceFormat surfaceFormat = (SurfaceFormat)xnbReader.ReadInt32();
int width = (xnbReader.ReadInt32());
int height = (xnbReader.ReadInt32());
int levelCount = (xnbReader.ReadInt32());
int levelCountOutput = levelCount;
Texture2D texture = texture = new Texture2D(graphicsDevice, width, height, false, SurfaceFormat.Color);
for (int level = 0; level < levelCount; level++)
{
int levelDataSizeInBytes = (xnbReader.ReadInt32());
byte[] levelData = xnbReader.ReadBytes(levelDataSizeInBytes);
if (level >= levelCountOutput)
continue;
texture.SetData(level, null, levelData, 0, levelData.Length);
}
xnbReader.Dispose();
return texture;
}