If you are a maya user you can check out my render ready script on Creative Crash. http://www.creativecrash.com/maya/marketplace/scripts-plugins/utility-external/misc/c/render-ready-and-city-builder-release--2
UV deluxe has a script that does that and it's free http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/uvdeluxe I actually use UV Ninja, but thats costs a few bucks (Worth every penny in my opinion)
Looks like I am in need of an upgrade then haha. I bought the indie version on Steam awhile back, we don't have scripting or any support for custom commands and those Seneca scripts look really really good :(
A mood board to set things up. <blockquote class="imgur-embed-pub" lang="en" data-id="a/SIARK"><a href="//imgur.com/SIARK"></a></blockquote><script async src="//s.imgur.com/min/embed.js" charset="utf-8"></script>
you can also check out Ninja Topo.. Its a free script on creative crash http://www.creativecrash.com/maya/downloads/scripts-plugins/modeling/c/ninja-topo http://www.youtube.com/watch?feature=player_embedded&v=drQsYROMgrU
An alternative to that is the UV Ratio Script from this site. It's near the bottom do a search for "UVRatio.py" you want to download sample196_v2.lzh it's in there. There are a bunch of other useful scripts there as well, though it's all in Japanese and Google translate doesn't help much.
For the verts, you can access whatever info you need with a bit of scripting or knowing where to look. Houdini verts Blender verts Max and Maya are similar, you just use a bit of scripting to print them out to whatever file you want.
Yeah too many objects and rendering with GI. I have to do it in one render pass. I've found a script that could be interesting for detaching automatically: http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id Not a solution at all, but better than nothing.
Slightly related: Can max now rebake normal maps to another uv layout and 'rotate' them correctly in the process? Also for semi-automatic rebaking, here's s a script that worked out fairly well: http://www.scriptspot.com/3ds-max/scripts/remappsd
now that your digging in the sdk do you know if its viable to extend editable poly to include your quad chamfer script. I use it quite a bit but allways end up wishing that it was native rather than scripted (previews are damn slow.)