I'm not 100% sure what you're getting at rjshae, and it's because I've taught myself a lot of this without ever learning the proper terms for things.
So in blender you can set surfaces to smooth or flat, right? I figured out a while back that NWN2 doesn't make that distinction, and reads everything as smooth. To get flat, sharp faces you have to use an edge split, or literally have two separate faces that aren't actually joined, but their edges overlap.
The problem I was having here initially was that cuts in the UV (seams) but not actually on the mesh were causing the same behavior as an edge split. Checking the smooth T/S seams option fixes this problem, but also seems to prevent edge split from marking sharp edges as it should.

As you can see here, the shading on the cylinders is all obviously off. They're shaded progressively darker as you get progressively closer to the bottom, and the reason for this is that it's trying to smooth the normals from the side of the cylinder to the bottom as if there isn't a sharp edge there. You can see the same thing on the wooden box in the center, especially on the metal frame around it's edge. It isn't being shaded as a flat surface, but as a curved surface.
Are smoothing groups something else? If I've been doing it wrong all this time I'll be glad, because that suggests that there -is- actually a solution.