sounds interesting...
but can you get models affected by a custom light map below it just like with bsp light maps? (btw. it would be helpful also for other things if c_trace could return the hit triangle and the exact texture coordinates in this triangle.)
and a code snippet of how to work with the d3d mesh for that purpose would be nice. i don't think a ent_loadseconduvset(entity, filename) dll function would be very hard to do but i have a hard time navigating microsoft's documentation pages.

is the vertex buffer all you need? wouldn't you also have to know something about the triangles?