thanks kat and i too have discovered those restrictions in the past with several different modifiers. so in this case, when i'm wanting to separate parts of a mesh, like for example the child meshes, i do apply the modifiers, hopefully in the correct order, before entering edit mode.
the build modifier doesn't appear to affect the mesh data itself during animation, i think it's just a type of render/preview culling. similar to the mask modifier, although both of those can at any point be applied to the stack, thus making their effects real.
to clarify, if i join several meshes together, whether they were originally generated from an array or just duplicates of say a subdivided plane, then separate them and add a build modifier, the results can be somewhat random, although in the case of plane type meshes, they always start at one of the corners, and not for example, in the middle of the meshes.
i'll do some tests with non planar meshes, like suzanne (the monkey prefab) and report back.