Thanks for the heads up... although not sure exactly why. So far when I've tested in Orbiter there's been no issue, but yeah, I'm familiar with edge split (it's magical at times...lol), as it does work well, but you've probably much more Orbiter modeling experience than I do so I'll go with your suggestion.
I'm not a very experienced modeler, it's just a hobby.
But I think that using loop cut & slide for making sharp edges has some disadvantages:
1. You create an unnessessary face loop. This will make your model too complex, especially if there are a lot of sharp edges, and the game will run slower.
2. It's dificult to make sharp edges by using extra edge loop if the model has complex topology and there are many sharp edges (huge sci-fi ship with a lot of extrusions). Very often only some edges should be sharp, not the whole edge loop. For example, sharp-edged extrusion from a smooth sphere.
3. It's not easy to edit these double edges: you have to select 2 loops (edges,vertices etc).
And there is only one advantage: these double edge loops are good when you use subsurf modifier.