I see. I do recall seeing BSX related routines in the code. Can a regular static's mesh (say a barrel's) have a BSXFlag property ? Also, can you calculate the center and extents (basically the components of the BSBound property) of any given mesh, provided it's got collision data ? Assuming I the NifLib library exposes enough data.
Almost all nifs have a bsx flag since you set the basic properties of the nif there (like 'has collision', 'has animation' etc). Without a bsx flag a mesh can't have working collision, so only very few nifs have no bsx flags (like _far meshes or objects without collision or animation like cobwebs).
The BSBound data is a rough estimate of the skeletons extents. It has a xyz coordinate for center and dimensions. Not sure what you can access by script. But BSBound is only used for skeletons, no other nifs have this data. But other nifs have something similar in their TriStripsData/TriShapeData (xyz coordinates and center). A nif can consist of many different TriStrips though. For a 100% accurate calculation of the extents you'd probably need to check the vertex positions of all TriStips and their biggest expansion along the positive and negative xy and z axis.