Provided there is no reduction in visual quality, which is one of RAEVWD's goals. I'm willing to take a look at some examples to compare, sure.
You may find though that the reduction techniques in Milshape 3D are more useful than you realize.
There will be no visual quality loss, besides the deleted vertex colors which (by your process) deletes them anyway...
You have already seen a few examples in other threads.
If you want more examples, yeah, ok , whatever...
I also understand what you're doing to the meshes in Milkshape 3D. The same can be done with blender or most other modeling programs.
The point being is how the programs do it, isn't exactly... ummm right....
If only the program could only think logically, just as a mesher does....... *dreams*
Does fixing the meshes correctly take time, Sure it does, just as developing a new mesh takes time.
'butchering' a mesh takes but mere minutes. Scripted 'butchering' takes less.
I've spent countless hours fixing and hand optimizing meshes for better cities.
Has the countless hours I spent not only made my/others game playable "without that needed item dropping through the floor gone forever", and increasing FPS. Sure! (at least from my benchmarks. I know not everyone has a top-o-the-line Graphics card, or at least one that will tame oblivion)
Anyway, I would like to make one suggestion to your folder structure before going full bore or whatever.
In the structure there should be two 00 Core folders for your project.
00 Core Vanilla Meshes (the ones already provided in a default install)
00 Core The Rest of the Meshes (the other 'butchered' or changed meshes that have been added, plugin dependent)
This would make thing A LOT easier.
Extra Ideas, comments?