Yeeeeaaahhhh! I have a solution!
I have just searched in the help system of Maya 2008 in “What´s new in Rendering”. I have found the following:
"Improved method for subdivision approximation node
Beginning Maya 2008, the subdivision approximation node produces ccmesh primitives instead of subdivision base mesh primitives. ccmesh primitives can define polygons with an arbitrary number of edges, rather than just triangles and quads. This new method can be up to several times faster than the previous. For best performance, use triangles and quads or a combination of both. "
So I thought the problem could be these (new?) ccmesh primitives that are now created (in contrast to subdivision base mesh primitives which were created in this case in older versions of Maya…)
I looked a bit further and found a way to actually change the new subdivision approximation node behaviour and to let the node use the old method - generating a subdivision base mesh primitive.
Just open the script editor and execute the following line:
addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1;
(mentalraySubdivApprox1 is the name of my mental ray subdivision approximation node - you have to change the line if your node has a different name) You can easily create a MEL button in your shelf for that… 
That obviously changes the node behaviour to its old way and now my mesh looks beautiful without any seams:

(ccmesh: Nice “improvement” Autodesk! :td: )
I´m quite curious if this also works for all those who had problems with this, too.
Marco