Great that you like the design of the engine
The issue with the joints is something that has to be solved rather sooner than later. The problem is that the shader registers only have space for storing 59 joint matrices for doing GPU skinning. There are several solutions to this, but until now I didn't find the time to implement one of them.
Just increasing the constant won't work. What I will have to do for the one of the next releases is writing a function for the Collada tool that splits the mesh if it has more joints than the current limit.
How many joints does your model have? We also ran into this limit in one of our projects and an easy work-around was to delete the nubs joints that were created automatically by 3ds max and that are usually not required for animation.