There is a major limitation currently in the engine to do with hierarchy depth. It's actually limited to 5 levels. I ran head-long into this limit when I was making the HTL Aten, because I wanted to build in turret arm recoil via:
Hull->TurretBase->TurretArm->Folder1->Folder2->Barrel
What happened though was that if a ship with more than 5 levels of depth was in the mission at all, you get all kinds of weird things happening to the rendering of weapon shots (which turn flat and fake), particle effects (in which impact effects for example will only be visible if you look at them from a particular angle), and a few other weird things that I can't remember too well.
The limit is in 3dsetup.cpp: #define MAX_INSTANCE_DEPTH 5
The problem is I have no idea if simply bumping it is a good idea. I tried it and it DID solve the rendering problem, but for all I know it could have cut my ingame framerate in half and I wouldn't have noticed.
With the Aten in the end I chopped out the 2 folders in the guns, meaning the version in the MVPs sadly isn't *quite* ready for turret recoil unless translation comes along.
OH and one other thing - yes that method of translating does work well for hanger doors and other sliding objects, but be careful if for whatever reason the animation gets interrupted by the next animation, because that next animation will start from wherever the first one was up to. In practice this will mean that if your hanger door is opening and reaches halfway when the close door animation is triggered, it will start to close right there and because the close animation assumes it's fully open, in all likelyhood your hanger door will close and then reopen to halfway before the engine considers the animation done. I saw this with turret recoil tests where the next shot animation inturrupted the previous one's return, and the stupid barrel ended up more or less moving forward OR back randomly with each shot. :\