The pipeline…is the one I use since years. What I meant, is being internal structure and workflow so different, and Wings just a modeler (my favourite) you cannot port much more than vertex, uvs, materials and smoothing normals, as actually, Wings does not to do anything more(neither I’d wish so. Is amazing…and growing faster than before…)… I’d agree with vertex painting, tho vertex paiting, imo, is not a way to texture, I mean, not a very professional one, unless we speak on some details for extra lighting efects for some game levels. But that I would prefer to be done in the tool of team/integration, be it movies or games…And be it Blender or Max, as I have used Wings+Max in my work at places, but the wings+blender at home. And I see more practical to leave those kind of things for the general 3D package, I just import the models (characters, objects) if for short or game.
I am not sure people would in a big number move to this pipeline. People in general prefer to not move from one package to another. I am exactly the opposite: I love the specialized tasks tools pipeline. We all would rather have it all in a tool,(indeed, I hope blender keeps in that direction, this concept life saver in a project ) of course. And many ppl here will tell you they prefer certain project of similar-to-ngons be ended rather thanuse Wings.
But my pov is different. I do wrinkles even in wings, but there’s a certain point I prefer to import into Zbrush or Blender scultp, As micro detail modeling is better for those tools. My point of view is the following one: I prefer doing it all in a package, but my priority is use the most powerful thing for every task.
Anyway, am not against a super powerful wings plugin (there was one not long ago I think) , after all Wings is open source, crossplatform etc, is a logical connection.
But frankly being the lwo and obj import workflow solved (maybe not perfect), I’d rather see other improves in Blender (the ones being engaged)… I mean, I don’t see it critical. But I respect your pov.