Happy clients are good clients!
This is what I usually do (for a face setup):
Separate blend nodes for different parts (eg. eyes, brows, mouth etc) piped into a "transfer" mesh with deformation order set to "parallel".
Pipe the transfer mesh into a "receiver" blend node on the target mesh but with deformation order set to "front of chain" since this needs to happen before joint deformations.
One neat thing with this approach is that if you'd have to nuke history or whatever on your hero mesh you still have all the blends connected to the transfer geo, and any connections you've already done to controllers or whatnot- just one blend shape away from being reconnected to your updated target mesh. You can also use the transfer mesh as a source for wrapping the hero geo too (exclusive bind and everything else set to off and you won't loose any speed) if you for example made all the blends on a separate head mesh but need the final mesh to be a single full character mesh.
//J