It's probably easier to use different .ges configuration files when exporting from Maya separately: the skeleton, the model, and the animation.
As for exporting animations through the map editor, there's really no point. The only reason to use it would be for the Nival export of attributes, which controls the use of animation effects, determines which frame the damage to an entity should be applied, and how many times the hip animation should play during an attack. This requires the Nival script, which they had, and your .mel script doesn't take into account the reference to the .ma file from which they were supposed to be exported.