Problem importing 3D objs into CS6 extended

Hello, I want to notify adobe that CS6's 3d features currently have a fatal flaw in regards to obj's in that if you import an obj that had its uv's unwrapped in any other program (in my case, Maya 2012 and Headus UV Layout) then photoshop will split the model along the uv seams causing the UV seams to become unpaintable and also causing a lot of extra work when you reimport the obj into any other program because then all of the edges need to be reattached.
When obj's are your only choice, this makes photoshop CS6 unusable for any real texture editing.

Here's some additional info that I posted in another thread a while ago.
If you completely cover your (still welded) sphere with black paint in Photoshop then the resulting texture is this:
Here is the UV mesh overlayed to show that the paint does not spread beyond the UV boundaries:
Paint is required beyond the boundaries. Otherwise, when the texture is interpolated for rendering (high quality rendering or OpenGL display rendering) on the model, unpainted pixels can be "pulled in" at boundaries, creating a cracked appearance.
The following texture will not be rendered with cracks because the black paint bleeds beyond the borders. (Obviously, the UV mesh lines wouldn't be in the real texture and are there only to illustrate the bleed.)

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