The torso length is somewhat adjustable, though not as extremely as the neck and tail lengths.
As for UV’ing, my workflow is a little odd:
1 ) Cut seams in the actual mesh in 3DS Max where I want the UV seams
2 ) Run OBJ through ZBrush’s UVMaster - 6 seconds to flat UV’s
3 ) Flip the UV’s horizontally (dunno why ZB does that) in UVMapper Pro
4 ) Arrange the UV shells in UVLayout to cover as much space as possible (easiest tool to manipulate shells in), and fix any odd results from ZB)
5 ) Weld seams in UVMapper Pro
6 ) Load into Max, assign groups and materials and continue on.
This ends up maybe adding 5% to my modelling time to work the cuts in, and then perhaps 6-10 minutes for the rest of the steps, depending on how long I spend packing the UV shells.