Ah k, Max is making a new material. I never use drag and drop but I am guessing that if you have mutlisubobject materials and you drag bitmaps onto that then maybe Max doesn't know where exactly to substitute the texture so it makes a new material. Whatever the original cause, now it is like that, you simply need to set up the material correctly in slate, renaming/replacing the extra materials. Alternatively import the model again (into an new scene if you want) and use the dropper tool to grab the original material from the model, substitute in the correct bitmaps a la CopyCat above. Then reapply that to the model you are working on.
As for the normals... I am not sure why Edit Poly modifier will mess up all the normals but the subject of bad normals on a model came up in another thread recently:
http://www.wallworm.net/index.php/topic,1499.msg4677.html#msg4677In this thread it is explained how to reset the normals on a model.
However if you are trying to weld the vertices on and skinned/rigged model, the welding will probability mess up the skinning completely. Vertices in a model are identified by number and certain modifiers can become completely messed up if the number of vertices a model contains is altered (essentially its topology - because this causes all the vertex IDs to change) and normally skin modifier is one of those.