I found an ok workaround for relatively static geo:
1. Convert your hard edge selection to a point point group selection (in Houdini).
2. In Maya: Select the geo and unlock normals
3. In Maya you should get a selection set with your group name.
Rightclick the selection set and click: Select Set Members
4. In the Maya main menu go to Select->Convert Selection->To Contained Edges
One limitation are cases where the conversion from points to contained edges leads to the selection of edges that were not originally hardened.
A possible work-around would be an algorithm that generates smoothing groups based on faces (like in 3DS Max) and a script in Maya that goes through the selection sets.
A better solution would be if edge-groups were supported in Houdini Engine for Maya by sideFX. Hence I'm gonna make an RFE for that and link that to my other RFE.
- I hope this is helpfull to somebody!