rendermax, I'm not sure what problems you are having that is making your model look terrible or not act how you want it to. It really could be anything, so could you describe what the problem you are having is?
Most problems with blendshapes come down to one or more of these issues, so check them all to make sure.
Make sure you don't have unecessary history lying around...these could come from just about anything, but the basic rule is to delete all history on your surfaces before adding deformers or joints to them. It's much easier than selectively finding and deleting unwanted history or redoing the deformers and joints (deleting history after these are made will remove any effect you took time to set up).
Check your deformation order like explained above...if you have many deformers like blendshapes, clusters, joints, all inter-connected in some way, this is essential.
Make sure the blendshape node is set to "local" when it is created...you usually don't want "world" for a character.
Your point order may have changed...make sure you don't do anything that would change the number of CVs, thus changing the point order.
maos, don't sweat it, I didn't know it was okay to do blendshapes after binding until relatively recently. The ability to move through the workflow in a non-linear fashion is very liberating, and allows you to change your mind about many things, but I still don't know what the limits are.
10 PRINT "kemijo is the best"
20 GOTO 10
RUN