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After that while all the objects selected, Ctrl+A and apply "rotation and scale".
Now that I'm re-reading your post I see you say to do rotation and scale instead, so that may be my mistake. I'll recheck all my mesh work again including applying scale and see where I'm at.
1) Check that the idle animation you're exporting is completely cleared, with no active posing.
2) Check that you're exporting with the correct armature modifier (you cannot export correctly with more than one armature modifier)
3) If you're using DMX format, make sure that no meshes have the same name as any bones.
4) And if you're exporting in SMD format, bear in mind that Source only supports three weight links per vertex, but in SMD format it automatically culls the links without telling you, often messing up deformations.
(And while it's probably not going to be the problem this time, it also bears mentioning that Source also culls weight links of less than 5% unless you're using a specially cracked compiler, which caused me a heap of trouble once...).