Hi Nildoe!
thanks for feedback - yes, i have it here on my desk, simply press a button, and BonesPro deactivates itself in the modifier stack and put on the top Skin Modifier with 1:1 vertex weighting you have setup in BonesPro. This means you can skin a model with Bpro very fast and smooth, press the switch and export to Maya via FBX, or MotionBuilder etc. We are just waiting for the last beta testers.
BonesPro has also an open API in both MaxScript and C++ we did at the very start, since the game studios wanted to control the whole export process. It exports also ASCII. 3d-io is itself game developer, so we made from the start BonesPro more open and amphibious than any other skin tool on the market.
if so…how will BP handle the added metabones and such that current skin does not have? will we have to add extra bones to the bits where metabones are?
Well, this is actually a problem skin has to handle. I think skin-morph or skinFX are the best way to try to recreate the effect. The disadventage is of course - both doesn’t work with the common engine exporters, FBX or, if i am not wrong, with anything outside of max.
Basically to convert BonesPro to Skin to work further in max makes not much sense, since you lose many adventages (and skin is not faster). For the large pipelines we have developed together with big studios the free BonesPro Proxy. It is a full BonesPro plugin you can get free, so the companies having 2 riggers and 20 animators or outsourcing freelancers don’t need to purchase 22 versions - those who don’t change anything in vertex weights work with Proxy as if they would have full version - you can save, open, animate… whatever :).
2nd: I too was a BP user a long time ago, but i dont have my cd anymore with the serial number etc etc…how can i be entitled to an upgrade for the 99euro?
Nildo
I wrote you the PM
Thanks! 
best regards