I agree that this is an occasional issue, depending of the model, topology at hands. As a workaround, I explicitely triangulate only the polygons that I know from experience would otherwise most "suffer" from the auto-triangulation (from Wings as well as from most other modeling software actually).
Controling how the triangulation flows becomes especially important when we use vertex corlors, but I have a feeling that the subject only seems relevant to modelers who do export their work to game engines. I'm not sure it will get much focus, development wise.
Controling how the triangulation flows becomes especially important when we use vertex corlors, but I have a feeling that the subject only seems relevant to modelers who do export their work to game engines. I'm not sure it will get much focus, development wise.