I use a turn to mesh modifier with a projection modifier on top and then export as .sbm. I have heard of people having issues with .sbm but it works fine for me. I can't think of a faster way, short from automating things with a script.
I still use Mop's old multi-obj exporter, which allows me to export all my meshes and cages at once. That won't get around your problem of having to remake cages, but that's only a minute's work, if that. If you use it, make sure you right-click one of your exported object names and edit the obj export options, which it…
So I found a solution: I didn't know this until m4dcow pointed it out in the xNormal master thread, but apparently the order in which the LPs and cages are in the outliner is what changes the vertex index when exporting. So if we have the following two meshes A B and their respective cages a b if we're exporting the meshes…