So what I am finding is that if I was to cut my object into individual faces, and then represent each face precisely with an emitted image, then I can do what I want. That is actually spectacular to think about for low poly objects. Unfortunately, my object is very high poly, so doing so would not be completely worth my time. Not impossible, as each face could simply be put into a sprite sheet, and emitted with individual single fire emitters pointing to that exact index into the sprite sheet. And then the only drawback would be the total lack of smoothing between faces, but in this case, I didn't need any smoothing, since I was using entirely blending additive (or as an emitter, using the blending mode lighten).
So what I might do is come up with a maxscript to bust faces off an object, position them into a rows and cols, all facing upward, so I can take a screen shot from top down. That screenshot could be easily turned into the needed sprite sheet.
Now the other drawback I am thinking of is that animation of the faces would be difficult, but again, not impossible. In the event that I needed animated texture on the faces, rows could be used for the face index, and cols could be used for the frame to play, leaving blank spaces off to the right, if needed. The only problem with that is I don't know how to animate the texture in a way that I can still image individual faces and cut them into a sprite sheet.
So ultimately, I don't think I will be pursuing this at all, since what I wanted is so very very near impossible, it might easily be considered as such, at least for now.
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All I really want is blending additive for TXI functions in character weapons. That's all! Why can't I have that?