OMG YES. This was exactly the sorta thing I had in mind, if we can share code I'd love to integrate this into HODOREST or vice-versa. The parsing of the XML data was weird for me because I essential needed to know exactly what tags to expects form the dae format and that was a bit much for me to figure out.
From the looks of things here you used XNA's "designed for games" pedigree to read the daes for you. They are a fairly standard game model format anyway.
What I wanna be able to do is let you do a sanity check on your daes using something like this for all the materials tags, the joint names, etc as well as a quick check that your texture files are in the same folder that HODOR expects them to be in. I can probably handle the UI work you'll need from that standpoint.
Ideally though, instead of editing the daes in your program we should highlight problems and make finding them easier so that we can go back into our preferred modeling program to make the changes at the source, otherwise you're gonna have to edit the dae every time you make an edit to the source model and re-export it.