Scale and rotation in between DCCs

Hey everyone !
I’m currently taking a look at writing a clean up python script to do some environment export from 3ds to houdini. So we can have a proper USD file incoming right away.
And there’s one subject I ask myself a lot of questions about which are transforms. Going from 3ds to houdini means rotating everything -90 degrees on x axis, and scaling at 0.01.
My instinct would say, ok, I’d like to have everything clean right away, meaning actually scaling the meshes points positions themselves, recomputing xforms, bounds etc. So once in houdini if I want to overwrite an object xform it’s clean, no -90 degrees problems and such.
But yeah, meshes could be very heavy and the scripts could easily start to take forever.

Is this right to pursue such a target or is it okay to leave those scales and rotations inside the local to world transform and roll with it ? (since you can at least specify up axis on the 3ds export for example)
Or maybe I’m missing a more automatic way to flatten things out that’s not reworking the positions and normals arrays for example

Thanks !