I see. Yes, the sewing part is important because it's something that can't be fixed in Max once it's tesselated, and the Body Object will often fail to sew open edges properly... and it has no undo. So working with problematic NURBS geometry in Max is quite a painful and fruitless endeavor. In addition, if you happen to discard explicit normals, be it intentionally or accidentally, Max' smoothing will not be able to build smoothing groups correctly across patches. It will produce artifacts in all cases, but if patches aren't sewed, edges will not line up between adjacent surfaces and it's likely to produce even more artifacts.
If you want to sell/hand out tesselated models, I really like how you can evenly divide the surfaces with Body Objects. Usually, NURBS packages will export meshes where some tris may end up being reeeeally long and thin, and if you'd like to deform or bend the object in Max you're screwed and end up having to remodel those objects.
One thing I haven't mentioned that's quite important is accuracy in NURBS. I have seen quite a few models that suffer from trim leftovers that NURBS internally use for chamfers and subsequent booleans, where spheres or cylinders will be visible in places that were chamfered. The more accurately the models are constructed the better are the tesselated results. Your CAD app may not display any problems but you never know what the exporters and importers do.
Best way to test the quality of CAD models - for Max, can't speak for other use cases - is to import as Body Object and go through a few of the tesselation options and see if/when they break. For example, do you get open edges that never close regardless of the level of detail? Are the geometries coming in as solids or do you always get open edges? This is often a side effect of low accuracy that works fine in the CAD app but not in the vertex world.
Yet another thing to keep in mind though is that the current Body Object library in Max is outdated. It's licensed from NPower but apparently they don't use NPower's most recent libraries. I've come across a considerable number of STEP and IGES files that will have issues when imported as Body Object but import perfectly fine when using current plugin versions from NPower. Maybe newer Max versions use newer version of their tech, but for Max 2016 it's not the case, and I doubt it since they focused on their own ATF importers with Max 2017 and up. It's a bit of a black box, unfortunately.