Contact points are not an accurate way to calculate the model location, altitude above ground and pitch because they are subject to slight variations depending on the aircraft loadings (fuel, payloads, etc.) If one is to take those into account, he/she has to build an entire engine to handle that (almost the same as FS) and/or know well about each model behaviour (their gear compression system) to be converted in a static one (how the gears were 3D modeled and how their compression would affect pitch and CG height)
^^ so, it's a "no-go" due to the thousands of aircraft out there that may be processed through SAMM, and all have their own slight differences.
Although I don't know much about SAMM because I don't make static aircraft out of models I download, I guess the CG heigth and the static pitch are the best alternative to keep things simple for everyone. The other way around, if you were to explain to each SAMM user that gear strut anim compression goes from keyframe 100 to 120/125 for immediate compression, and 120/125 to 200 for maximum load compression, and ask them to check the induced pitch depending on how much "loading" they would like to have, no one would sort it out... Best would to select an arbitrary keyframe in between where to freeze the gear compression animation state, and let user provide CG Heigh and static pitch on their own, by simply editing the Aircraft.cfg..
I may be wrong here, knowing almost nothing about SAMM, of course.