'surfaceparm meshcollide' is parsed by q3map2 rather than fte. this makes it valid only in q3bsp, but does mean that it can work on dedicated servers (where shaders are not parsed).
as a general rule, fte avoids loading anything but bsp objects on dedicated servers. this makes it awkward to use an iqm for collisions.
an animated iqm/model will animate through whatever its meant to be blocking.
in theory you can use SOLID_BSP and utilise whatever logic MOVE_HITMODEL uses, even without that flag set. at the current time, I believe its limited to point collisions. just don't expect movetype_push to actually push (it'll likely move straight through half the time and get blocked the rest, typically with the blocker *inside* it). hopefully the server will realise that it needs to load the model this way (you should set sv_gameplayfix_setmodelrealbox if you want servers to actually load on precache).
if all else fails, you can always spawn mulitple bbox entities.