i wasnt able to find a way to automatically mirror the complete rig, and probably wasted more time trying… anyways its all working now, i was able to mirror the geometry, the controlls, and the joints, so that did save time, but not preserve any of the parenting or constraints, so that all had to be re done by hand, which was a bit time consuming but not the worst thing i’ve ever had to do 
both wings test animation
[another](http://www.yenvalmar.com/nonprofit/theory/karma/images/wingrig_v15.avi)
as you can see every animatable control is a spline curve, for ease of selection and display controll. it also makes it easier to set up trax characters etc, basically the only downside is it takes time to rig, especially for something like this with a lot of little parts. but even for poses, it begins to pay off in time saved in production very quickly.
each of the spline curves is constraining joints, which in turn have the geometry parented to it. since it doesnt have to deform i didnt bother to bind it, but i never ever animate geometry directly. by using a joint skeleton, i get two layers which have to screw up before i totally lose all my animation, animations can be baked to joint rotation for those final tweaks etc, and i can edit the mesh till the end of time without worrying about the animation and vica versa.
the rig of the hydraulic joints and so on is mostly automatic but i havent worked all the bugs out so it flips around at certain positions, which i dont think it will encounter, but you never really know whats gonna happen once you start animating so… grr.