Just came across this thread as I'm messing with normals in Maya 2013. I'm not sure how it looked back in 2002, but in a Maya 2013 Ascii file, the edge hardness is recorded.
In amongst the mesh data, you'll see a field like this:
setAttr -s 20 ".ed[0:19]" 0 1 1 2 3 0 4 5 0 6 7 0 8 9 1 10 11 1 0 2 0 1 3 1 2 4 0 3 5 0 4 6 0 5 7 0 6 8 0 7 9 0 8 10 1 9 11 1 10 0 1 11 1 1 9 3 1 8 2 0;
That's edge data for 20 edges. Each edge has the indices of two verts, followed by either '1' (soft) or '0' (hard/open).
Vertex normals are recorded like this:
setAttr -s 25 ".n[0:24]" -type "float3" 1e+020 1e+020 1e+020 1e+020 1e+020 1e+020 1e+020 1e+020 1e+020 -0.70999998 -0.70999998 0 -0.70999998 -0.70999998 0 1e+020 1e+020 1e+020 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 1e+020 1e+020 1e+020 -0.70710677 0.70710677 0 1e+020 1e+020 1e+020 1e+020 1e+020 1e+020 0 0 1 0 0 1 -0.70999998 -0.70999998 0 -0.70710677 0.70710677 0 -0.70999998 -0.70999998 0 0 0 1 0 0 1;
Where '1e+20' appears to mean that the vert normal is unlocked. Incidentally this object has 12 verts, so Maya is storing normals independently of the verts. It looks like the normals are listed in the same order as the verts, with one normal per vert, then extra normals are added at the end of the list.
Going off topic now...
the next field seems to be face data:
setAttr -s 10 -ch 40 ".fc[0:9]" -type "polyFaces"
f 4 0 7 -2 -7
mu 0 4 0 1 3 2
f 4 1 9 -3 -9
mu 0 4 2 3 5 4
f 4 2 11 -4 -11
mu 0 4 4 5 7 6
...
Each face has an 'f' line and an 'mu' line.
The 'f' line seems to reference the edges. The first number might be the number of edges; the others are edge indices. Sometimes they're negative, in which case they're -( + 1). For example, edge number 17 is recorded as -(17+1) = -18. So a line 'f 4 0 7 -2 -7' means a face with the 4 edges, 0, 7, 1 and 6. I don't know why. I noticed that each edge appears once normally and once in the negative format. The order of edges on a line appears to indicate the direction of the face.
The 'mu' line in my test example seems to reference the uvs. Mine all start with 'mu 0 4' and then 4 numbers that I assume are UV indices, although I haven't verified.
I'm not sure how vert-faces reference normals.
Oh, and after all of that, I still don't know how to actually ask Maya if the edge should be smooth. I just convert each end to vert-faces and see if they all point in the same direction.