Here's something anyone interested in looking further into hologram skins might want to look at.  
I set out to put a lot of motion into the skin as far as interference and motion lines, but there are a few 
problems.  

1) UV mapping.  Any seperate parts of a skin need to be relatively the same size and orientation because 
scanlines are straight lines.  They won't fall on the model right if there is an angled UV line.
(note from Toonces: This is entirely my fault, due to being a total noob at uvmaping at the time, if you plan
on doing this effect, set up your uvmaps for this durring initial unwrapping, this couldnt be fixed without
re-mapping the entire model)

2) The Shader portion of the engine.  I couldn't have the model flicker like the lightsaber AND be transparent 
at the saame time without the model being almost completely invisible.  Reason is the flicker effect and 
light-correction command are of the same class (I believe it's a class) and you can only have one command 
running at the same time.  i.e. rgbGen, you can't have 2 of these in the same stage.

There are a few steps I haven't played with for effects yet such as a polygon offset command, which I believe 
handles the moving shield effect seen when in a saber challenge.  I may be able to use that with a distorted 
texture to get the interference effect to work.  

I don't think I'm done with this just yet, but for now I'm going to spend my efforts elsewhere.  Thanks all, 
it's been fun. 

-Psynex  