Ok...since we seem a little stuck over in the methodology department, we’ll just go directly into tools.
Proposed Tool #1: Visualizing the initial bind as a form of editable strength map for every bone in the solution.
Under the current EI system, this is certainly possible in the same manner the FBX system is deriving its solution. The underlying bind is always on, but it can only be “changed” through altering the skinning globals not by directly painting on it. Alteration of the influence of the underlying bind must be done with standard EI strength maps. There is virtually no change here other than an automatic map being created for each bone where the map accurately shows the actual region of influence. (Where white represents the influence and black does not). Strength maps would operate just like before, they could be turned on and off. But altering the strength map doesn’t actually alter the initial bind at all, it just decreases, completely removes, or maintains the amount of influence the underlying bind already has on geometry.
Pros: Uses the current EI system. Requires less change to the base code to implement. Should be a reasonably quick upgrade.
Cons: Will not dynamically alter the underlying bind. Strength maps will not reflect a dynamic redistribution process when painted. Potential overlapping of strength maps after being altered by the user may still produce creases or falloff issues unless a means to smooth painted areas are obtained.
Potential Suggestions: Switching to an “event/after bind” based methodology would essentially take a “snapshot” of the existing initial bind and turn it into an actual weight map for every bone in the solution. Dynamic painting of the weights after the bind would then redistribute and re-average the values between each map based off the Bone Max setting rather than trying to conform to a constantly “on” underlying initial bind.