That bit about batch exporting 60+ trees and bushes grabbed me right away – this kind of pipeline thinking is exactly what most small teams are missing. I used FBX Bundle for a long time in the past, mainly for Unity/Unreal/Godot export profiles, batch export of selected objects, freezing transforms, and especially snapping the pivot to the ground, plus LOD support. Once LODs effectively broke for me after the 2.6 era (which is the most important part in my workflow), I stopped using it and, with a bit of help from AI, built my own export add-on that copies only the bits I care about as a level artist and works cleanly in newer Blender versions.
The Blender Super Batch Export you linked was completely new to me – I checked the docs and I’m honestly surprised how much it covers (multi-format, per-object/collection export, scene presets, transform options, etc.). A few of those ideas are really tempting to steal for my own exporter. For me it’s a good reminder that there’s no single “holy” tool – it’s worth experimenting with different add-ons or even small custom scripts, depending on whether your profile is more technical artist, level artist or, say, character artist.

