New techniques exist to solve this. For example, "dual quaternion skinning" http://isg.cs.tcd.ie/projects/DualQuaternions
It would be great to incorporate the work of the above authors in Ogre
Cheers,
Peter

Pose Space Deformation (PSD) does this too. A very popular opensource PSD plugin exists for maya, done by the great Micheal CometNew techniques exist to solve this


You should also read the WPSD paper, as it analyze PSD and gives hints on its implementation resutls.I'm gonna read the paper in detail.
Do you think one of these techniques might end up in Ogre?