FBX Export issue with UV / Collada Export

There is a problem with UVs when exporting FBX to Maya/3ds Max.

Main problem with overlapped UV shells.

Input: 6 UV islands overlapping each other.

Export to FBX
What we get in Maya. All overlapped UVs are in seams.

Import same mesh from Blender to Max. In Max we don’t have unsuspected seams, but we lose some of them. All overlapped UVs are welded in some point or entire edge loop.

Also what about update for Collada exporter, old one doing some weird stuff too.

For bug reports, please use the bug tracker, providing all the requested information so developers can investigate the problem: