Reset X-Forms is almost a requirement. It will definitely save you a heck of a lot of pain on exported objects, animations, basically everything.
One related item is the pivot itself.
Between the two, Reset-X-Forms is the most important, but so is the pivot.
When you "weld" verts, you are effectively changing the pivot location as well, which affects the "center" that max uses when you Reset-X-Forms.
ANYTHING that adjusts the size/position of an object, also affects it's link to the parent object, and may also affect any objects that are children.
If you delete a couple of faces on an object the pivot point may change, and likely will. Same as if you add a couple of faces or move anything around.
The pivot adjustment feature in 3dsmax is found here:
So... linked objects? Well, if you adjust anything related to the parent, or child, you can affect that linked data. This includes animation data, size, position, shape etc...
My process is to create whatever object I need. By default, 3dsmax centers the pivot to that object, and will also turn that pivot to the default world view settings depending on how your options are setup in 3dsmax, but it is followed/adjusted to worldview by default, so if you haven't changed that option, you can trust it. If you link that object to it's parent (mdl base, or other object, doesn't matter) the data related to that object (it's pivot, it's position, it's rotation, and it's size) are all stored and linked to the new parent. This is both good and bad. Good in that everything must have a center point somewhere in the scene for it to be used, and by being linked to another object in the scene, anything you do to the parent, affects that child. IE: If you move the parent, the child will move, if you animate the parent, the child will inherit the animation, EVEN if nothing changes, all the position, size, scale, motion data is stored.
Bad thing with the inheritance is the same as above. Any changes to the parent are directly applied to the children as well. The linked position etc, of the child can also affect where it ends up when exported. So, if you created an object, say a box (simple box, but created with separate objects for each face of that box, or another analogy would be a building with four sides and a roof that are all different objects with different textures applied) and then you link those objects to a dummy, you then move the dummy of that box... the whole thing moves, all the faces move. This could be handy during creation of something, but if possible, those links should be BROKEN and all the objects directly linked to the main parent of the item you are creating.
Multiple children will cause you great pain otherwise. IE, parent is say a tile mdl base, but you have say a building dummy, a tree dummy, a waterwheel dummy,
parent
<<--building (as a dummy)
<--- wall side 1
<--- wall side 2
<--- wall side 3
<--- wall side 4
<--- roof
<<-- Animation dummy (typically called "A" dummy in discussions around here)
<<-- water wheel dummy (linked to the "A"nimation dummy
<--- 1 plank on the wheel linked to water wheel
<--- 2nd plank on the wheel linked to water wheel
<<-- etc...
Now you can animate the entire water wheel "object and children" as one object, and rotate it etc... the data stored at each "key" in the animation key is stored on EVERY object in that parent... IE all the children get data stored.
All simple enough. But now if you grab that Water Wheel parent, and decide to move it elsewhere in the scene, you may end up with some severely moved/adjusted objects on the final export. Remember, the original pivot of every object was set to world view, and aligned to that objects center. When you move that object, most especially if you rotate it's angle (any angle, x, y, z) then the pivot is now wrong according to World View, as the object moved, but the pivot follows the object, NOT the world.
So, if you reset-x-form, you are telling max to readjust everything according to world view, and max helps you by turning all the objects so that their pivots are correctly rotated back to world view. Meaning, your objects can/will turn in your scene.
Basically, don't link things until you are fairly sure they are where you want them to be finally located, and are already finished. Otherwise, you will have to break those links, make your adjustments, Reset-X-Forms and then Re-link them.
Too darned wordy... but Max stores much more information that you normally think about. It saves all the relationships to every object in a given scene.