Blender -> Unity, Skinned Mesh Animations/Armature Limitations

Once you have a working Skinned Mesh importing correctly into Unity with some basic animations driven by the Armature in Blender directly from the .blend file, and finished patting yourself on the back if you had the trouble I did, then its time now to extend your animation list. Before jumping in and extending the animation rig with constraints and any FK/IK set up I was hoping to get a collection of any restrictions or limitations which I might need to consider when going from Blender to real time playback within Unity.

The quote is taken from the “Modelling Optimized Characters” page on the Unity site. Is there a way within the Unity-BlenderToFBX.py file to script an action during the import process that would automatically delete any IK/Target/Unessential bones using a certain naming convention or some other means?

Thanks to all responses and anyone who has taken the time to help out others in the past, reading through the older topics looking for solutions I know some of the members who helped out years ago are still on the forums today ^^

I don’t know if you know how to code a little, but this may help http://unity3d.com/support/documentation/ScriptReference/AssetPostprocessor.OnPostprocessGameObjectWithUserProperties.html. It has nothing to do with the BlenderToFBX script. It is using the postprocessor for models.
I never used it before, but I have seen several posts about that one and also at http://answers.unity3d.com.