Are you moving to QFusion because of the shader syntax support?
Don't forget Darkplaces has support for that as well, although limited for the sake of the complex lighting model.
If wide support is intended, try sticking to a February 2011 build.
I should also remind that Darkplaces still "works" on

(ok, it works a lot better on a Voodoo2 than this, and the main culprit of the slow is the carelessly high polygon count of the player models)
Also another option is FTEQW, which also has q3 shader support. FTEQW also has a LOT of defines you can disable for stuff you don't want if you want a cleaner build than a fully merged fully featured one, and you probably don't want that silly colorful comic sans splash screen (is that still in there spike?).
Also q3bsp and lightstyles don't really mix - q3map2's take on it is faked up shader generation to emulate lightstyles - the actual lighting doesn't change.
For editing Q3 shaders, the old tool q3ase may come in handy.
Also Blender, there's no working MD3 exporter for the later 2.6X versions. You'll have to stick to 2.49 if you want to export directly to MD3 from Blender . You can however, have an annoying-as-hell pipeline to MD3 with 2.6x by exporting to IQM then converting that with Noesis. While IQM is a good format, I don't crusade on pushing it to be used for everything modeled for every engine under the sun, though it does make a very nice "exchange" model format to others only because the Blender exporter is so well written (as opposed to everything else it can export). I use IQM to produce PSKs for UnrealEngine2 and MDRs for OA3, because the included PSK exporter with blender is
just plain crap and a MDR exporter (Raven's MD4 fixup for Elite Force) for Blender does not yet exist.