Currently dedicated asset formats (such as collada and glTF) is used as an exchange to import 3D asset from modeling software into Godot engine. However, using these asset formats as a medium brings some inconsistency.
To simplify the 3D asset pipeline, it is needed to build exporter plugins into modeling softwares and directly convert 3D assets into Godot TSCN file and then being used by Godot engine. Godot will start from Blender and have a TSCN exporter plugin for Blender.
Mesh, armature, animation, physics property, particle system and materials (including PBR materials in Blender Cycle and Eevee engine) are in the plan of TSCN exporter for Blender.