First, thanks to everyone that's offered advice on this.
In the case where it's me working as the programmer and a steady, solid member of my project working as the artist, of course buying an additional license would be the right thing to do. Most bedroom programmers though don't have access to a dedicated artist however, and thus commission/buy work as they can and from whom they can. I think we can both agree that buying a license for every artist you could potentially contract or commission to generate art for your project is unrealistic in this situation.
Thank you for clarifying this issue for me. I suppose when I boil it down, what I was expecting is a freely available, simple method for any artist out there with an asset to be able to visually verify that their artwork is indeed Leadwerks compatible and engine/game ready.
In most engines I've dealt with, the content import process is always hampered by some "gotchas" and format/engine oddity that need to be taken into account, least problems arise. In those instances, it's nice to have a simple viewing program to verify the model/material/etc is indeed working properly, animates properly and looks as intended.
Accepting the files and doing this step myself of course is always an option. I believe that's what most people do now. I suppose I don't see why more people haven't raised this issue to simplify the process and allow a more streamlined system to positively impact the pipeline. Perhaps I've personally had too many conversion/format/incompatibility headaches to think about this objectively.
In any event, I apologize if I appear argumentative. That's not my intention. Thank you for your time.
Dell
P.S: An example of what I'm trying to convey is here: Verify that this model pack functions and looks correct in Unity