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I say nowdays as the go to method was to use the dota2 bin; but that branch no longer exist with the game's update to source2. Not sure how one would go about it at this time.
http://i.heykidwannayiff.com/7bf529.FBX
Tedium in regards to uv maps is not an engine limitation.
You can compile multiple smd with multiple model commands in the same qc.
Which mdlcompiler fails to go above 24? Which one you use matters.
Don't dxt compress absurdly large textures. Leave them uncompressed in a format such as bgra8888 or bgr888 so you can actually save them. Even then they might not work so refer to my previous point of just merging similar things.
I'm pretty sure that you got the limitations wrong for at least the SFM's branch of Source Engine. Newer branches of Source (Portal 2, CS:GO,...) will have different limitations.
Second. You can get unreasonably high poly models compiled by splitting into separate smd and compiling them together via the qc. If that doesn't work you can always make separate mdl to merge at runtime.
Third. The limit for materials is 64. The compiler themselves are usually limited to 32 with one exception. Even then, it's very rare anyone hits it even with excessive material use.
Fourth. You can have as many 4k textures as you want so long as the program itself does not run out of memory. As such mipmaps should probably be disabled to save as much as possible.