Indeed, I am painfully aware of that...
Basically what I'm doing is "filtering" the default Collada file exported by Maya/FBX to make it acceptable by the compiler. And in some cases completely rebuilding sections from the ground up. It's tedious work, basically reverse-engineering the naming conventions/specific requirements, but in the end it works.
But you obviously know a lot about that (do you work on the official Crytek exporter?). Please feel free to let me know specifics related to that process (like technical documentation about what kind of things the compiler looks for in the Collada files).
Again, your help would be greatly appreciated.