the dante output saved as FACT works. (???) attached below.
Aha, clear now. As we understand, a merge of U-edge with V-edge of surfaces would be much more interested/usable. Note however that just smoothing/averaging normals is not what we need. IMO the correct solution is to add one step more to U-spline (by using adjacent V-surface) and do vice versa for second surface. Technically it’s possible but we can’t imagine this “conceptually” (now we understand your interest to API). Need to select several Scrims and “coordinate” them. Also we don’t know technique for 3 and 4 surfaces (need to read theory). In any case it’s too big and complex to be just a Scrim option(s). So, sorry, no way in near future.
well, the smoothing across would be a first step as i see it. of course there would be much more work involved.
and i know that this is no simple addition to scrim, therefor the new plugin name -> commissure. or whatever 
some time ago we discussed the possibilities of multiple wires inside one trestle group.
so, again in theory, would it be possible to introduce Y-shaped forms with this?
imagine the lower end of the Y as one trestle circle and the upper end as two circles inside one trestle graph. all connected via scrim, of course.
a little note to all my suggestions:
i don’t want to squeez as much features into trestle and scrim as possible… ok, i do 
but the main reason for all of this is: it is a pleasure to have modeling capabilities inside EIAS and i think with Trestle and Scrim we have a great foundation on which many different workflows and other plugins can be build. just don’t stop here.
So Uwe… just so I understand, you used Dante Wires to loft between with Scrim to achieve your effect? It looks like its emitting trestle particles and lofting between them. How exactly did you achieve what you got if Trestle particle sequence lofting doesn’t seem to work for you now…
sorry, i mixed up screenshots. i made the render only with dante wires, posted it. then i wanted to test trestle, the discussion started and i simply didn’t render the project after that, but only made a screenshot to show that indeed Scrim was involved in generating the surface. i should have removed trestle to stay consistent with the posted render. again, sorry for the confusion.