(I) Those are "default" game objects - stored in cohokum\3ddata in .bin files.
(II) The ones ee_exp creates exporting those bins into LWOs and LWSes.
(III) Influenced by modders, retextured, renewed, created from a scratch. They are still in LWO/LWS format.
(IV) Data from (III) converted into EEO and EES. They usually reside in cohokum\3ddata\objects (ABCD.EEO, objects shared by different scenes) and cohokum\3ddata\objects\somedirectory (EES and scene specific EEOs). As long as (III) can be modified several times, different (IV) may exist at different time point.
(V) Skin Converter takes (IV) and creates LWOs and LWS referring the skin texture. According to the achieved result the process may require reediting (III) and reconverting them into (IV), and (V). Of course, different (IV) produces different (V) and skins may differ greatly.
(VI) Probably (V) should be tuned a little (LWO and LWS again).
(VII) (VI) converted into EES and EEOs, and used with skins in the game. Note, that (VII) objects are not applicable for skin conversion process. Once the scene is converted, the result cannot be converted again. That's why it may be crucial to preserve (III). And maybe not - I don't know.
Also, (VI) files may be required later - for conversion into formats differing from EES and EEO.