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Basically what I'm talking about is adding a "save to VTF" option for textures. Implementation-wise it would actually save to TGA then invoke vtex.exe to make a VTF, then delete the TGA. Right now I use VTFEdit, but usually I don't need to edit externally so I might as well just save directly to VTF from blender.
You may be interested in my GIMP plug-in though.[code.google.com]
It seems like whether vtex "compile" is a workflow improvement depends on whether you need to edit in GIMP or not. If you don't (like there were some way to copy regular grayscale images into the alpha channel of other textures) then it probably would be. I'd kind of like to create something that copies the specular/envmap into the alpha channel of the diffuse texture so I could just save it off and avoid having to use gimp or some other tool to do that.
The texture painting stuff in blender does most of what I want. The only real problem I have is with maps that are stored in the alpha channel.