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The only issue with that is when you connect the child to the parent. I don't know why but the way the rigs import into blender is that the parent's head and tail are in one spot when the TAIL is suppose to be down at the child, this connecting all bone chains correctly except for endpoints and bones with multiple children (such as the hands), and for those points, I just guesstimate.
I don't know if the source location is suppose to be at the center of the bones or the head, so I just use the head because that will stay the same no matter how many tails I move.
This gives a far more usable armature in Blender. For example IK kind of works as is but in order to do more proper/common IK methods, you have to move the tail of the parent bone to where the IK is (at the child).
Also, auto IK doesn't work at all and BEPUik (a custom IK solution) freaks out with these kind of bone layouts.
Maybe fixing the bones is a problem for importing animations because of bone normals or exporting animations to Source but for someone like me that has ZERO intention of importing animations or exporting to source, the lack of fixing bones is a major hassle for me. We should at least have the option of how it imports.