That would be nice but then it wouldn't be Doom 3 compatible. It might be easier to extract faces in the modeler & export that new set of poly's as brushwork (Q3A .map), then it's all done. I'm sure there are a lot of tricks that could be done nobody has thought of. I was (apparently?) the first person to take a Q2 map, export to a .obj, import in to Blender, then particle pain models all over, then export the models as a single (or a couple) .md2's & use them in a map for foliage. I was also (apparently?) the first person to make a Q2 player model & only use certain verts in certain frame so new geometry was created while the model was playing w/o it doing it's auto-inbetweens. Many people also thought it was cool I'd take a monster/object model, use all the model slots in the entity's definition & make entities that had higher poly counts then he engine supported with a single model. So a monster could have 4x as many verts in a stock engine.
That's what experimenting does. So, someone (you?) needs to start experimenting with the compiler to see about getting this in there.