At this rate, I will never have to open up that buggy Hammer Editor ever again! How awesome this whole thing is. There are thousands upon thousands of props and environments on TurboSquid and elsewhere on the internet. Heck, I can even design maps on UDK and export it to 3ds max, and then export from Max to Source with WWMT.
And Jesus, all this is free too

I feel like you should start making lite and pro editions of WWMT (you're going to disagree, I know). Lite is free, and for pro, you can charge a small amount of money. I honestly think you should because you put so much effort into this, and thus should be rewarded financially.
Would I be able to compile and test a map right off Wall Worm (without Convexity)? If all the models export (which they do currently), and you have custom entity attributes with MSCustAttribDef instances, you can export them all to a
VMF keyvalue file fairly easily. Back when I was screwing around with the Source SDK, I used to write tutorials on how to hack in
new features into an "antiquated" engine (EDIT: I use that term loosely-- the Source engine is quite powerful). Around that time, I learned a lot about the actual dynamic runtime process of entity generation, where I applied similar concepts to a game whose source code I did not possess and ended up adding an entire
scripting engine which could network
video across clients (the least of it). Moreover, during all that time, I messed around a lot with keyvalue systems, both SQL database KVs and file-based Valve KVs, and ended up writing a KV parser if you want it. The actual structure of the Valve KV is fairly simple, so given a bunch of entity attributes, it's somewhat easy to export a VMF and send it to the compiler for compilation.