Big upgrade in KotorBlender version 3.8.0. Most importantly:
Instead of choosing a normals algorithm on import, KotorBlender now automatically merges vertices with exactly the same position, while storing imported UVs and normals as part of the edge loops. Conversely, when exporting a model, it will split vertices with exactly the same position, but different UVs and normals. This makes modelling much more straightforward, because you don't have to manually join and split vertices every time.
One-click lightmap baking is now possible via KotOR → Bake Lightmaps. KotorBlender will automatically prepare object materials for baking, hide non-lightmapped objects and restore everything to normal when finished. Note that, while it works out of the box, you will want to tweak some settings, as described in README.
Material import has been rewritten, adding support for environment maps, bump maps and transparent objects. This is effectively how KotOR would look with phyiscally-based renderer.
As a bonus, previous version of KotorBlender has added support for loading TPC textures directly, so you don't have to convert them to TGA anymore.
As for future plans, I'm considering adding minimap creation tools, and rewriting animation export to enable armature-based edits.