My gripes with Milkshape 3D is that it doesn't like skeletons that have joints rotated in a way that is normal in all other programs, so if you do literally anything, the rotation of the joints change to a more normal rotation, aka, towards the bone that's connected to it, but that's not good if you're modeling for the Source Engine or something, because then your model becomes horribly distorted and junk
Then there's importing models with smoothing groups, smoothing groups aren't actually created for each smoothed piece of mesh in the model, it's just faked and thrown into the first smoothing group, so doing anything will cause all the smoothing groups to disappear as if all the vertices in the model were welded together
You can technically get around that by selecting the first smoothing group and assigning it to the last smoothing group, but now the model's lighting won't update if you rotate any part of it
Working with weights can be an issue at times, but nothing severe, the biggest issue is that you need a tall enough screen to fit all of the buttons in the Joints menu, aka, the buttons on the bottom that are needed to view and update the weights for the selected vertices
It's also a pain to do simple things like beveling, selecting certain faces that you want to add to a smoothing group, and also, for some reason, while animating, the selected bone and the mesh assigned to it may randomly start to expand on it's own even though all you're doing is rotating it
And animating in general can be a pain
And then there's the Torque DTS Plus Exporter that has various options for materials, but are grayed out and can not be used, ever, they basically serve no purpose and probably would've only worked for the Torque Game Engine Advanced if Garage Games had stuck with it instead of changing it to Torque 3D and changing how models and materials work
Basically, only use Milkshape 3D for Blockland or other Torque Game Engine games and no other unless you're a masochist or something