Ok, that's awesome coated awesomeness.

PCS2 can generate most things through lights - though really turret firepoints and thruster points are the main useful ones. To see a full list, export a capship to cob and have a look at all the lights PCS2 will place on it. One suggestion though - could we possibly change it to use blender empties to designate lights? I ask because TS lights and blender empties can store rotation data, but blender lamps can't. That way the autogen TS lamp can be given an orientation and hence a normal from PCS2.

Other than that there are three remaining limitations to the cob exporter that I'm aware of:
1) Only one texture per object. This one actually doesn't bother me at all, because it encourages good efficient single map use on models and discourages texture tiling.
2) Correct hierarchy. This would be very handy to have, but is possibly something of a pain to implement.
3) Smoothing. Currently all meshes apparently get autosmoothed with a nice 32° angle. Problem here is that blenders smoothgroup support kinda sucks in the first place. It might be possible to handle it with vertex groups, though they'd be easy to stuff up from the users side.