Armatures and Bones would be very nice.
In this thread
?topic=6260.msg63877#msg63877 the g3d_stats.py
https://github.com/williame/GlestTools/blob/master/g3d_stats.py script does go looking for immutable sub-parts of meshes and such. Its not exhaustive, but its a start.
Being able to represent immutable meshes that rotate/transform in terms of rotate/transform would avoid wobbly wheels in interpolated frames.
Being able to work out the immutable sub-meshes and then, for those vertices that move, work out how they are glued to the adjacent parts of the immutable sub-meshes would give you an inferred bone-system.
If there is a difficulty, its that the meshes in many models have 'holes' in in the sense that they have points aligned on the edges of other triangles rather than sharing corners. Throw in some float imprecision and it can be challenging just working out what is attached to what.
So two things:
1) do we not have the original blender files that many models were generated from? Exporting models with bones/armatures, and preferably with multiple animation sequences in one file so they can share data rather than duplicate it, would be very cool (and a new version of the format, or adopting support for a new format)
2) an export that avoids a separate xml exe processing step would have saved Mr War a lot of trouble recently.