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Edit: ...Actually, in the export for Source it's just (slightly-ish) broken, in Blender it's just a limitation of Blender. As of version -something-, importing DMXes with the Blender Source Tools also imported custom normals... but I don't think flexes/shape keys can have their own set of custom normals, so they just use the "custom normals" of the reference pose mesh thing... and while those normals are affected by the faces of a model squishing, stretching, and rotation, they're not smoothed with each other, unlike in Source. (Just try moving some bones of the armature a little around in pose mode, you'll see what I mean.)
Just imported my exported DMX, applied any flex/shape key, and boom.
Looks like it's possible disable displaying custom normals by un-ticking "Auto Smooth" (in "Data" tab, under "Normals" section), http://i.imgur.com/iqkUDOl.png or delete them by clicking "Clear Custom Split Normals Data" ("Data" tab, "Geometry Data" section)
Turning off Auto Smooth in the normals section of the object data panel fixed the problem. Thanks Keepon. I'll make sure to include that tidbit in my tutorial.
There's nothing in a DMX saying whether something has custom normals, only what the custom normals are, and there's no reliable way to check if any custom normal differs from the default normals when imported (that doesn't involve huge extra importing time from individually checking every single vertice's custom and default normal of every single face), so it's always "this has custom normals" when imported.
Oh, and should I mention that different applications (Blender against 3DS Max, for example) may still very likely save different normals to the mesh, making it so that that "is this a custom normal" method would still only work for models already exported from Blender?
Thanks everyone. I can carry on now.