more complex rig, since mountpoints do in fact inherit bone scale, and pass those perturbations along to the associated mounted object. Additional notes:

1) empties (ie for mount0 ect) must be on the ground (meaning a negative offset to their parent bones that places the z at 0, or the offset will be added twice. relative rotations do get kept.)
2) the present exporter also apparently tracks where you are at in an animation, meaning you'll want to ensure you are at the end when exporting.