nah that might just an innate fear of the unknown kind of thing
the sl body is already a mesh, we can just make other meshes and more diverse meshes. but animation is a very important part of that preproduction modeling process for character dev. ::coughs to lindens::
yes there will be some less developed looking meshes, but you'll have some highly developed ones (aesthetically speaking) and everything in between and that may be found to be agreeable to a wide range of artists in sl. it just depends on the artists creating them and how they decide to invest into, and use, their tools.
it won't be that bad of a transition. it may be a hard truth, but there's nothing extraordinary about these 'tool's. they will just raise the bar of what those in sl can produce. on one side you have a hammer or saw, and the other offers a chisel or scalpel. its just more precision and more tools in the toolbox to create.
most importantly lindens are investing into its' future. for research, checking out the most significant games in the market, Electronic Arts or Blizzard just for example, all/most use Maya, Max, and/or zbrush as an accessory. Why is that? How is their game play? Visuals? Interactivity? Fanbase/community? Future? so if one is thinking of the 'big picture' and longevity of sl, the Lindens are keeping up w/ the Jones' so to speak and then some- with the 3d visual artist tools in mind.
a quick demise, or short tenure in 3d arts are seen to individuals and companies that fall in love w/, or get polarized around a particular tool set. the companies that endure through the years in the cg industry have a history of finding the 'right' tools, keeping an eye out for the next set of tools/tech, and moving forward with them only if it is a 'necessity',- else they may get left in the dust. with the visual artist in mind, in this light, this is all a great move by the Lindens. ::cough...skeletal rigs and animation import from maya...cough::