Thank you for your detailed post. I will dig into this.
I understand there are technical limitations to what Vision is capable of at this moment, and then textures behave differently between the two software platforms. Totally understandable.
The big HOWEVER though is this is honestly too much data and rules and if/thens for the lay person to remember. Both software platforms extol the virtues of being able to go between VWX and Vision to be relatively seamless, which I would mostly agree with. But textures are a major and important part of both pieces of software, and to have such a discrepancy between the two is a big PITA, which you know, and are working on.
Now, what I think would "work" is when you bring in something during a MVR, there's a pop up that says "Hey dude, this sweet texture you made in VWX, I can't render this the way you want to. So for every instance of this texture you have in your file, do you want me to replace it with something else that I can render? Okay sweet, here's the name of the new texture and here's how you edit its properties globally for every instance of it inside Vision, just like you do with a Renderworks texture. It's now just called a Vision texture and there is a browser to edit your textures just like in VWX. Copy? Thanks! Sorry about this." Editing textures on a per object instance is a PITA, as you already know.
Transparency is kind of an app killer until its working. I'd say 50% of the shows we do are using video walls with lights behind that need to be able to blow through...