Quote: "...it would be a lot less of a headache to be able export the materials you assign to a specific model..."
Internally in Blender, you set up your materials, apply them to your object and you can be good to go. That's because everything is working in harmony inside Blender - it understands it's own settings, the positions of the lights, the textures, etc. and can create the visual you desire.
Now when you export that information to the outside world, there has to be some kind of translation, some kind of information so that a non-Blender program, like FPSC for instance, can try and recreate the same look. Not every program is going to have the same material settings, or the same shaders, or the same procedural textures let alone the ability to understand those custom settings from another program like Blender, but there are some basics that most 3D engines and programs can deal with:
material light settings such as
DIFFUSE
EMISSIVE
SPECULAR
AMBIENT
and texture settings also known as UV coordinates.
You really can't get around using UV mapping in order to have a model look as close to the same as possible between applications. As was mentioned previously, you can "bake" your materials onto your own image and use that as a texture for your exported model, but the model is going to have to be UV mapped to have the texture wrap onto it properly.
Get used to setting your seams. The more you do it, the easier it will get as you start to develop an understanding of the unwrapping process. You can use shortcuts like Smart Projections or even try Project From View when you are using the Unwrap controls in Blender.
Enjoy your day.