Little, it sounds like you're expecting to export your geometry from Maya to SL. How do you hope to do that? If you're talking sculpties, you're far better off deforming existing primitives (spheres, toruses, cylinders, planes) than combining surfaces together. It's far too easy to end up with geometry that won't work when you go around combining things. And if you're talking about exporting actual prims, then you shouldn't even be using NURBS in the first place. Or am I misunderstanding you?
If all you're talking about is exporting textures, not geometry, then I'm even more confused. I just don't get why you're proceeding in the manner you are.
Let me try to address some of your points, and offer some alternative suggestions.
From: Little Ming
In order to create low prim designs I need to keep my objects as connected as possible.
Why?
An object made of a thousand little components in Maya could easily be just a single prim in SL, or vice versa. For example, in Maya, if you really wanted to, you could make a brick wall by stacking hundreds of actual brick-shaped surfaces, with a mortar-shaped surface to appear to hold it all together, and then render the whole thing to a single texture, to be applied to a single cube wall in SL. Or, to go the other way around, you can easily create just a single texture in Maya or Photoshop that will get split across a bunch of different prims in SL.
There's no need for a 1:1 match.
But again, perhaps there's something I'm missing in your description of what you're trying to do. I'm guessing that there is.
From: Little Ming
One of the goals I am trying to achieve is creating the illusion of two seperate objects by linking them with a transparent one, thus when it is exported and textured, my one object that looks like it has a line between the two, suddenly looks like two objects.
If that's all you need to do, there's an infinitely simpler way to proceed. Just give the texture an alpha channel that is black in the part you want to hide, and white everywhere else. You can do that either with a ramp in Maya, or by just painting it in Photoshop.
There are drawbacks to this approach, though. One is alpha sorting. Put the object next to a window, and it's going to interfere with it. It might even interfere with itself, depending on how the various parts of the geometry are set up. Another issue is there might be visible holes, again, depending on how the surface is shaped.
This is why most people who want to make a sculptie appear to have multiple parts use the "loaf pinch" technique. Take two parallel rows of vertices in the middle of a surface, and collapse them to a pair of single points. You'll have what appears to be two surfaces connected by a single line. In SL, that line won't be rendered, so the two surfaces will look like separate objects.
Most people who use this technique are using polygonal modeling, but it works with NURBS, too. You just need to triple-up the isoparms in areas where you want sharp corners.
If you'd rather use polygons, so you don't have to triple up those corners, you can, with Logan Baur's technique:
/8/c9/304304/1.html#post2345381 . If you do this, just be sure either to double up the UV's the same way you doubled up the vertices, or else merge the overlapping vertices, before you start texturing (but AFTER you've exporterted your sculpt map), or else you'll end up with a bunch of black in the texture where the vertices overlap.
Another way to proceed, depending on if the object you're trying to make is capable, is simply to hide part of the geometry inside another part. For example, with your table, you could put the part that connects the legs together inside the tabletop. That's not how I'd make a table, myself, but if you're determined to do it as a single sculpty, that's one way to go. There'd be no transparency necessary, at least.
From: Little Ming
If there is no easy way to accomplish this then that's that... But if there is it'd be appreciated
For example, say I wanted to make a 1 prim table with 4 legs. The table, and all 4 legs need to be connected. Unfortunately when connecting the legs to the table They eventually connect in a fashion like |\| the line in the middle representing the connection. Idealy what I have tried in the past is linking them so they link like |_|. While my true desire is not to create something as simple as a table, it does make a great place to start to learn the technique.
If I were going to make a 1-prim table, I'd do it like this:

Sorry, I missed a few steps in my screenshots, but I think there's enough there for you to get the idea. I forgot to take pics as I was going, and then I couldn't undo far enough to get the first two. I didn't feel like redoing it, so here it is, in written form:
1. Start with a 32x32 NURBS plane.
2. Move the following columns of vertices very near each other, if not right on top of each other. These will become the corners of the legs. Columns 2, 3, & 4 will form the first corner, columns 5, 6, & 7 will form the second, and columns 8, 9, & 10 will form the third. Do the same with the opposite end of the plane, starting with columns 31, 30, & 29, then columns 28, 27, & 26, and finally columns 25, 24, & 23. (Note, if you turn on mirroring in the Move tool settings, you can do both ends at once, for perfect symmetry.)
3. Grab column 1, brung it downward, and then move it directly under your 2,3,4 corner. Do the same with column 32, to bring it under your 32,30,29 corner. (Again, if you have mirroring turned on, both ends will move at the same time, saving you time, and creating perfect symmetry.) Now grab column 1, corner 2,3,4, and corner 5,6,7, and rotate the whole bunch, to form the basis of the first leg. Column 1 should be just about touching corner 8,9,10 when you're done.
4. Here's where the screenshots begin. Move rows 2, 3, & 4 very near, or directly on top of, each other. Do the same with rows 31, 30, & 29. Then move rows 1 and 32, to form the height of the table.
5. Form a few more corners with columns 11,12,13, and 22,21,20. Move these new corners very close to their neighbors, at the edges of the legs. This will allow you to bring the middle part, between the legs, upward, with minimal geometric distortion.
6. Bring that middle part up at both ends, and you're done.
Geez, that was a lot of writing. I should have just redone the Maya work, to get those missing screenshots. The table took me 2 minutes to make; the writing was more like 15. Oh well.

I'm sure if you were to reexamine you're approach to whatever it is you're really trying to make, you'll find that all that transparency is totally unnecessary. There's virtually nothing that can't be made simply by deforming primitives, just like how this table was made.