I just want to tell you that the pipeline always depend on the work process that are you using.
If you are working with several people (modelers/animators/programmers/…) I think that it’s ok if you do the import of the model and the materials in several phases. Each time that a rol finish their part, pick it and add it to the rest of the done part until it the model is completed.
On the other side, if you are working alone, you can do it all-in-one and import all the meshes and materials at the same time.
Summary: I really think that the two methods produce the same result, you have to adjust them to you work pipeline. Personally I use the first option (your B option), I think that it gives you more modularity to your production pipeline and you can make a break between phases and use the asset in the middle of production (with/without material done).
I’d personally just create my model in blender and apply whatever materials you want to the object (even if they are solid colors) and then just import into Unity that way it creates the materials for you so then all you need to do is just create the textures you want / used then apply them to the material… At least that’s what it does for me when I use 3ds max, so I would assume it’s default because that’s how FBX Handels materials and such.