Every polygon modeler that knows the value of fluid edge creasing will miss this feature in T-Splines. Variable values for the creasing amount allow me to quickly explore certain edge rounding styles without having to commite to inserting actuall loop cuts which will only increase the model mesh needlessly.
Here is a screenshot from a game car I created as a demo piece for my students to show them an efficient workflow to explore certain body styling directions rapidly just with edge creasings.

The only way to get this body shell into Fusion would be to bake a high res mesh in Blender (the subdivision surface option allows 6 levels of refinement) however the higher the mesh res the better the details get baked but the less Fusion will be able to convert the OBJ mesh into T-Splines.
Here is a video that shows how the process works inside Blender:
http://www.youtube.com/watch?v=E2-E-t8OvjY&list=PLO-CARrxyXozRrfAavzJjnyOvFHH45OjW&index=41
Enjoy 🙂
Claas