Technically the first "Pro" version was Poser 4 "Pro" Pack, which was more like a version 4.5 and added Python scripting, better rigging and exporting to Max, Lightwave and Cinema4d... Poser "Pro" then re-emerged with an enhanced version of 7 with the hi-end 3D program exports and network rendering. From there, the standard versions were simply numbered 8, 9 and 10 and the pro versions 2010, 2012 and 2014. Poser 11 brought the naming convention back to Poser and Poser Pro. There were other versions of Poser as well; 2014 "GD" (Game Developer) versions added polygon reduction tools to convert models for game engines and Poser Debut was a bare bones version of Poser 8.
PP11's change in naming convention was very welcome. Even I was getting confused about which version was which. However, some other companies are doing the opposite, though, like Corel had quit naming "PaintShop 10", so the next versions were "PaintShop Pro 2018" and "PaintShop Pro 2019". Somehow it becomes hard to remember the history of the program like that. I prefer version numbers to dates. Even because when we call tech support, they ask you for the numeric version, not the fantasy name.
I have tried using those "Poser Fusion" plugins. I model in 3DSMAX, so I was expecting the plugin to make Poser figures posable in MAX, but no show. All the plugin does is import whatever models are in the Poser scene into MAX. I could export the scene to file and have the exact same result. Not only the models are not posable or morphable, but the Poser materials remain unsupported. Only simple colors and textures are loaded. However, whenever I modify the scene in Poser and save it to disk, the plugin automatically updates the scene in MAX. So the idea is that we pose figures in Poser, and the plugin updates it in MAX. We still have to remake most materials in MAX, though. At least to me, not very useful.
And here again, Poser's inability to support unimesh geometry becomes a problem. The models loaded into MAX are all broken into separate groups, so any attempts to morph them in MAX end up splitting the seams (opening holes). The seams between groups are unwelded, so they show in renders. MAX doesn't have an automatic mesh smoother like Poser does, and trying to subdivide the models ends up opening holes across all body groups. The only solution is to weld the duplicated vertices, but then this severs the plugin connection with Poser. Ironically, they call these plugins as "Fusion" - what a pun.
There were 2 versions of Poser 7: the eFrontier one, and then the re-release version by SMS, who added a number of small but important improvements. And then came the "Game Dev" version, which was not a version on its own right, but just the addition of 2 new functions: the decimator and the texture atlas. It was clear here that SMS was trying to compete with features with the same name in DS. The difference was that DAZ has purchased the features from Digimi (professional gaming company), while SMS tried to make their own home-brewed implementation, where the result was (sorry to say) pitiful. I was using the Digimi plugins in DS for years to import Poser figures into Unity3D game engine, and it works great.
The "Game Dev" tools, however, were basically unusable. The decimator had no localized control over poly reduction, and the texture atlas had no options to optimize the UV space. No matter how much I tried, I couldn't make it work at the same level as the Digimi plugins. At least to me, the "Game Dev" should had been included for free, and I wouldn't advertise much about it. In the end, that's exactly how it ended. It was silently added to the next Poser version for free, and "Game Dev" was never mentioned again. It could be that they needed to add the features to remain competitive, but just didn't have the means to fund the development. Somehow, most of the SMS bundled figures had the same end - rushed out and soon forgotten.
At the SMS forums, I have heard plenty of people asking SMS to quit trying to make figures and drop the Poser pricing. However, when DAZ departed from the Poser market, that was no longer an option. Poser now had to make its own figures, but things continued the same way until people who actually KNEW how to make figures decided to partner up at Rendo and make their own. That's how LF came to be. That was a change for the better. Probably the best thing since the addition of the "undo" feature to Poser. LF has introduced a lot of impressive figure functionality, but her topology was just not up to my standards. I prefer Dawn over LF when it comes to how morphing is done. I think topology is good part of what makes a figure good.
When it comes to new figures, I am still putting my hopes on Dawn 2.0. Just look at how long Chris has spent just fine tuning the mesh topology to make cleaner and more fluid loops to help making better grouping, adding geometry where more detail is needed, and thinking ahead on how all of this will improve posing and morphing. At least on my book, this is how a figure should me made. When I first looked at the grid-like topology from LF (aka lack of topology), which requires mesh subdivision to allow decent posing and morphing, I just went "Whyyy??? Noooooooo!!". The figure was so well thought everywhere else, so why did they do that? Well, what is done is done. Now I have my eyes on Dawn 2.0. That may be the real "new dawn".