OK then, I'll see what I can do. I'll probably reuse your light settings saving routine to update the material file when the orientation has been adjusted. That'll be our
third editing option in ObjReader.
Re. barycentric origin: please note that some models may originally be parts of a 3D scene, like e.g. artifacts in a game level or .LWO objects in an .LWS scene. When exported from a professional 3D editor as-is, they preserve their original pos and rot data in the exported file. Now if you would like to add another object from the same scene to the model you've exported, you'll have no problem because their mutual orientation within the new 2x derivative model will be preserved automatically.
Now note also that regardless of the original pos data in the model, OR recalcs its center and scale (but not rotation) at load time for best fit in the OR viewport ignoring the actual data in the model and leaving the model file untouched. What we can do is also save the original pos, rot, and scale data in the model's PROPM structure to be able to later enrich the menu with a
File->Add model to scene option. Then on adding another model to the existing scene (assuming both models have correct mutual initial disposition and scale), OR will be able to regard the two models as two pre-orientated meshes of the newly created 2x derivative model, and recalc their mutual barycenter and rescale them again to best fit the new model in the OR viewport.
Résumé: use C4D hard-coded reorientation with caution if you want to export one or more mesh parts as separate models but may later want to be able to reassemble them again into a common model.