Hi Vetle:
As you can see, in the open discussion setting of this particular FSDEV sub-forum, your thread evokes a number of responses by individuals with different approaches to FS development, from which, theoretically, at least, we can gain new insights on possible workflows to yield a result that "works" in FS.
In the (distant) past of over 20 years ago, for FS 3D scenery content creation, we only had 3D Studio Max (aka "3DSMAX") which is payware, GMAX (freeware), and a few other very minimally featured 3D modeling applications and utilities available for use.
3DSMAX classically and from the beginning, is not only very costly in terms of expense, but also in terms of the required learning curve.
Blender is the latest freeware alternative to 3DSMAX, which is also costly in terms of the learning curve required to use it.
Unfortunately, like IMHO, 'most' other Python coded applications and utilities, Blender tends to incur seemingly trendy, geeky, 'whimsical GUI indulgences' many Python coders appear to have a predilection for, with an adverse resulting impact on learning curve and "ease-of-use".
Sketchup was from the very beginning purposefully designed by its developers to be an alternative to other 3D modeling software that is neither costly in terms of expense, nor in terms of required learning curve, and was AFAIK, created by individuals who were actually intimately familiar with all the "Pros-and-Cons" of major 3D modeling software on the market at the time.
I tend to agree with your current perspective that FS 3D scenery content creation is simply "easier" (and "more fun") to do, using Sketchup and MCX to the extent possible without- or with "minimal"- utilization of Blender ...as just (1) one of multiple tools in one's 'toolbox'.
It is good, IMHO, to consider ones options at the outset of a larger, multi-site FS scenery project that may involve creation of multiple custom 3D models such as yours might optionally feature ...in the foreseeable future.
I believe it is not necessary, or prudent, to 'make a decision' immediately between either of a few available FS 3D scenery content workflows, that each have their own "gotchas" and/or "Pros-and-Cons".
It is still relatively early in your previously described learning process for FS development in general.
It is also still relatively early in your learning process for methods currently known to be compatible with the constantly evolving MSFS SDK, to have a sufficiently comprehensive familiarity with each of the prospective workflows under consideration ...to decide on (1) particular method of production versus another.
I would encourage working with what you currently enjoy, and gain new insights on alternatives over time as experience is acquired.
All that said, I would like to further analyze some of the "ease-of-use" issues you alluded to above and elsewhere.
I will be in communication again soon to see if I might offer some additional feedback and suggestions for your project.
I have a goal of identifying a (free) software that provides a more MSFS-rendering engine 'look-and-feel' / Direct-X 12 mode compatible, fully controllable and configurable, interactive preview of PBR texture content.
I hope that identifying such a software may minimize existing more complex / time-consuming processes.
Your 3D model looks great in MSFS; keep up the excellent work.
GaryGB