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If you're not doing any crazy HWM stuff in your model, it doesn't really matter what format you use in the long run.
Anyways, advantages of DMX: Everything.
Disadvantages of DMX: Any single vertice can only be linked to 3 bones at most, even though the format can be saved with >3 weight links on a vertice, and SMD can have pretty much infinite weight links on a vertice. Why StudioMDL doesn't support >3 weight links on a vertice on DMX meshes when it does support it for SMD, I don't know. I really hope ResourceCompiler (Source 2 StudioMDL) supports that.
Advantages of SMD: It can have >3 weight links on a vertice.
Disadvantages of SMD: You can't use $scale with flexes (unless the flexes are scaled before compiling). $scale only affects SMDs and DMXes. Speaking of which, flexes are in separate VTA files. (Same files can also be used with DMX meshes, but I don't recommend it.)
-Each "part" of a model can only be one "object" in something like Blender, where-as with DMXes, different mesh parts can be linked to different "objects".
-You can only use flexes on $Model. That means no flexes on bodygroups.
That's one of the two main limitations of Source's weight painting - no more than three weight links per vertex.
The other one that the compiler doesn't tell you about and which is a phenomenal pain in the butt when trying to feather the edge of bone weights to still try and get smooth deformation within that weight link limit is that Source's compiler culls weight links of less than 5%.
(The good news, however, is that limit can be removed. While adding more weight links would break the model format, the model format is capable of supporting weak weight links just fine - it just takes a fairly simple crack to the compiler).