I agree it was nice to export a working .nif directly from my modeling program with the (more recent) armor project I did for a friend.
I do know however that I would never have figured out everything I needed to have attached in my modeling program without having done the NifSkope hacks since 2006.
In the beginning that's how I learned was to open up existing .nif files from the game in NifSkope, and see exactly how they were put together (didn't help that on the early versions of NifSkope there were many 'Unknown' items

).
I believe this would help the OP as well.
Do I want him to continue to do the NifSkope hack method?
For Heavens sake "No".
But to see what's actually in there, and how it was set up by the ones that made the game would be a good base for returning to Blender, and the exporters in the near future with a much better understanding of what it needs to work in game.
So................What's the ETA on some cool new tutorials from you that I can link prospective modders who PM me too?

I think I agree with you to a certain extent. one caveat(if thats the right word lol)
Because I actually remember that looking at an oblivion nif in 2006 for me was like trying to read chinese. and I pretty much have followed the development of niftools utilities and extensively broke everything I ever touched since. I know how confusing and daunting it all still must be. So while I want people to get stuck in there and basically memorize* the structure of all the different flavor blocks found in nifs, I guess just cutting out all the BS and straight to bare basics, with results is initially best. minimal doing stuff=less chance of breaking it
*(Yes.I know. scary. don't be a puss! sooner you do that the better, you\ll never run outa brain space so you might as well just copy pasta that to the internal hdd, as much as you can, as early as you can, if you think you'll be around a while

),
<3 nifskope and :brokencomputer: too
As for export tuts deadline. when i know a few more things that I want to test. its all for F3+ max though. (decided to move to f3, thinking its a indicator for tes5 modding, might be useful :shrug: but worth it, lvled up loads in every area

. Learnt more about nifs from working across both games than you'd imagine, as well as being up to date) I have been making notes for a while with the intention of building at least a basic mesh export workflow tut. < probably basic static, Basic helmet, my basic custom scene animation hack( it's pretty obvious, but makes anim exports and set up way faster than trying to fix all the little things that are wrong with a straight exported nif w/ anim (which I may cover as well as the F3 quirks are still undocumented afaik) and of course skinned meshes. But then there are all the small little things you may encounter which I have some notes, which would be invaluable in very peculiar circumstances. like how I've solved alpha sorting problems on different meshes.. this ish gets complex. Shader flag breakdown. complete alpha flag map and practical application guide.