You're right, you shouldn't need MeshCullBox for static objects, as Blitz already calculates those, and recalculates them when you scale. It just doesn't calculate them on animated entities, because it can't "predict" how far your models will move away from their original pose. But when you scale an object, you're explicitly telling B3D how the bounding box will be affected and it can "make a note".
Railgun effect...
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