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I edit my SFM videos in HitFilm Express.
I dunno if someone has, but there's no reason why that wouldn't work. A video is a video, your editing program will not die just because they weren't rendered in the same program.
SFM runs on a videogame engine, a very old 32-bit only one at that, so it's much more limited, both graphically and in terms of features. This is offset by SFM being ridiculously easy to use in comparison.
With it running in a game engine, what you see when editing is even almost what you get when rendering (anti-aliasing, motion blur, depth of field, ambient occlusion, and lights don't get time to "sample" fully when in the two posing/animating modes), and you can even play it back in real-time (again stuff doesn't get to "sample" fully in this case), instead of having to wait a minute or something to render a single image, or pretty long to render a short clip, then make some changes and render again, as you (probably) would have to with Blender or other programs.
And in the non-posing/-animating mode, staying still in time on the same frame will sample out the anti-aliasing, motion blur, depth of field, ambient occlusion, and lights, letting you see what the end result would look like (except in very rare cases, where the exports might bug out in some way).
This makes it much easier to preview your work without having to render it out first. Speaking of Source FilmMaker running in a game engine which is sort of supposed to run in real-time, of course, it renders stuff insanely fast compared to other programs like Blender, but of course, you can't get quite as good results in Source FilmMaker, but still very good results.
But be aware that Source FilmMaker does not support dynamic reflections on models (only on flat surfaces (specifically water compiled into a map)). and lights compiled into the map will not receive shadows from models you spawn in Source FilmMaker, and you can only spawn up to 8 lights with shadows in Source FilmMaker. (You can, however, have lots of lights without shadows.) And models can't directly illuminate anything around them, requiring you to move lights around manually for this purpose.
If you can export animations into the Source Engine SMD or DMX formats, you can import them onto a model in Source FilmMaker, and obviously a video is a video, which you can of course stuff in most video editors. But if you mean render part of a video in one program and part of it in another program, please consider the very different look/style of the exports.
All those monetized TF2 SFM videos, such as mine, are 100% legal, provided they don't infringe on some other company's copyright.
As far as I can tell, merchandise does constitute commercial use, so if you use Valve IP contents in your videos you'd have to make sure the merch line itself doesn't show them. If I for instance started a shirt line, I'd have to make sure none of the established TF2 characters are printed on them, but my mascot might pass since the Female Scout is not technically a TF2 character, but an original, TF2-like character based on one of the existing one. Ayes Dyef might not take kindly to me using his character design, though. Now that I think about it, I'm not even sure I could use my logo, since it's so obviously based on the Source logo...
Little disclaimer, I think I have a relatively good grasp on this stuff, but I'm no lawyer, so do take what I say with a grain of salt :P