As modi said it really doesn’t matter, I currently have a character at work that I’m almost done rigging, and because Maya is such a powerful tool you don’t necessarily have a set order to accomplish things, you can even UV and texture after you rig, but the trick is moving the blendshape node beneath the tweak node in the channels, so it evalutes as expected. To do that, right click on the skinned mesh, go to Inputs|All Inputs| middle click and drag the blendshape node to the bottom of the stack. Done.
You have to be careful when adding more nodes to a bounded mesh tho, since you can have some very weird deformation problems and not to mention load times.
The ideal nodes you should have are:
And that’s it, now the fun part is figuring out how to keep that clean I would tell you but nah… gotta give that old college try for a few times yah?
P.S. Modi buddy I thought you’d be down here in Toronto by now! What happened?