Thanks, Jesse. That workflow is great for "organic" shapes (I love the foot with a threaded hole through it...), but I would be cautious. The Mesh->Brep path can make performance pretty bad. What this does is to convert each mesh face into a Solid or Surface face. This can result in some pretty undesirable behaviors (cylinders are not really cylinders after this conversion, etc). If your part is a fairly simple shape, with lots of analytic geometry (planes, cylinders, etc), you might be better off just reverse-engineering the part. So, import the STL mesh, then design around it to get as close as possible the same shape using native Fusion features.
Another option, depending on your mesh, is to convert it to a TSpline. This really only works well for meshes which are composed primarily of "quads" (four-sided facets), but if your mesh is of that type, and is pretty "organic" shaped, the result is pretty good.
Right now, Fusion has only limited support for meshes. We'd love to expand that to allow more editing capabilities, but the customer demand for that has not been very high so far.
Jeff Strater (Fusion development)
Jeff Strater
Engineering Director