Having to manually combine lists of objects in your car and track is also laughably outdated idea.
I get it. You have never done any modding outside of rf2 so your perspective is just that.
LOL. Well, first off let's not get personal. You have no idea who's done what.
Second, in case of rf2 (and in case of most simracing titles) optimization is a very cruical aspect, and you like it or not, the best results in optimization never come from auto-generated scn file, or the likes of it. You have to edit manually to get the best result. You can do things like combine different lod versions inside the same instance, it's just one of many examples. Some batch exporters for various titles do that, some don't, in case of rF2 they don't.
It's not the case in games like strategies or such, where you have completely different way the things are build and show up. Again tho, it may be the case, depending on the whole structure of engine.
And by the way the whole "having to compile by hand" sentence is a lie and fake statement, sorry. You can set up everything this way that you can auto-generate SCN file on export and it will work in game, in exception of IBL placement and static reflection locations, which you have to tweak manually, and those optimization fine-tuning tweaks I've told about earlier. But it WILL work fine without them.
And of course if the engine has it's own SDK it's more beneficial. But IMO, if SDK is the tool you use for fine-tuning the materials, and you cannot then assign your changes to the software which you're exporting from - it's a bad strategy, as every newly exported version has to be tweaked again... Then you are back to your source file in a half of year or a year - and you're screwed... because you don't remember what was tweaked and to what degree the source is useable.
And this is terrible idea, giving up the whole control and foundation things and going only for simple easy solutions.
And I don't get arguments about thousand dollar software - isn't that early 2000s way of thinking?
It's an expensive hobby, just like photography. Both in finance and in time aspect. Why you don't argue that you have to buy thousand-dollar camera, 500-dollar lens, and then buy a software to properly edit RAW files? It's the entry threshold if you wish - if you're dedicated enough you're in, for the long run. In case of 3ds max, you also want to buy various plugins to make your workflow even faster. You may also want to buy Substance to keep yourself to date, then PBR materials, high res PBR-ready textures...You may want to buy a libraries of things like foliage models, and then render them to use the high-res rendered parts with all the self-shading stored in some map and converted for your ingame models. Or you may not want to, depending on your dedication. What's the point of all this "you're old, it's 2018" talk if it's usually being used only to promote one aspect and completely untouching pushing things up in other aspects? This trick is getting old now.