Many of us learned to model in 3dsmax. It was a requirement for modding Starfleet Command, and Bridge Commander back in the day. Some of us learned to model using Lightwave, or Maya, or Blender as well.
When we started modding Sins we were all in the same boat. None of us knew how to use Softimage XSI 6.0 (the original modeling program used to make Sins meshes). However when the modding documentation came out with the Forge Tools we realized that we really did not need XSI to create our meshes.
We learned that we could create our primary meshes in ANY modeling program. As long as that program could export into a format that XSI can import. I used .X, or .OBJ format. Importing into XSI using ether format worked.
The only reasons we needed XSI was to create mesh points (weapons, abilities, nav lights etc.), Hooking up the Materials (textures), and to create the Tangent Maps.
For these purposes XSI 6.0. or 7.5 is a Requirement. Especially for the Tangents. We have not found any other way to do this that will work with ConvertXSI that I am aware of.
Softimage XSI is becoming Abandon Ware. Most of its features have already been, or are going to be merged into the latest versions of 3dsMax. I have Max 2015, and i noticed a lot of the changes are influenced from XSI. I can pretty much do to a mesh everything that i needed to do in XSI. However, I still haven't figured out how to create a tangent map in 3dsmax yet. Still there is the problem of meshes from newer versions of XSI not working with ConvertXSI. ConvertXSI seems to only work with meshes exported from XSI 6.0, or 7.5.
I would say don't give up on Max yet. Especially since XSI is being phased out. Learning to model with multiple programs will get you far. My primary modeler is 3dsmax, but i know some Lightwave, XSI, and Maya, but not enough in those to create a full blown mesh.
You don't need bones for your mesh points if you are creating them in max. Dummy points serve the same purpose as the mesh points in XSI. Learn how to do this in Max, but i recommend you export your finished mesh from 3dsmax. Import it into XSI, and learn how to do Points, Materials, and Tangents in XSI. Following the mod documentation in the forge tools, and you should be ok.