Here are the key problems I'm coming across, and I need suggestions, advice, and direction on, I'd be immensely grateful if someone could shed some light on these questions (I bet Chosen would know ;P). I'm willing to read any documentation needed, RTFM, etc., I just need someone to give me a general idea of how to "connect the dots" so to speak.

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1. Mirrored and not attached, and will still bake: (SL will connect the two in sculpty mode)
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I assume after I model the first half of my surface, I duplicate an instance of it, and scale to -1 on the desired axis to get my mirror. I do not want to attach it down the center because I don't want to waste needed detail vertices spanned across the middle where I can let the SL faces simply connect. Think of a car axle with two wheels, I'd model the wheels, lay them down into a sculpt, and then because of the way the sculpties work, there would be a single row of faces connecting the two wheels when baked into a sculptie to act as the axle.
On first glance, I don't yet know how I can get maya to see two visually separate surfaces as one (I'm still learning, so forgive me for knowledge gaps), so that I can rebuild/parameterize the two from 0 to 1 and get the Maya exporter to bake it out as one sculpt. I could possibly rebuild the first surface from 0-.5, and then the second surface from .5-1, and then attach.. but again, I'm still new to this, I don't know yet if it's possible.
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2. Animated mirrored and not mirrored
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I have a link somewhere to a script that bakes a set of animated sculpts, so I assume once I solve the aforementioned problem, I can do this part quite easily. I may want to discard the mirror, making the object whole and doing two different things at each end of my object, so I just wanted to make sure I knew all the animation possibilities with Maya.
Ah, here's the link to what I'll be using, but if you have a different method, please tell me!
http://www.purplestatic.com/anim_sculpt/
Notes:
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For #1, I know I could edit things around in photoshop, but I would like to keep as much of the process as "Maya-tastic" as possible, making it so that everything just bakes, exports and assembles without having to do any middle-work for SL, or risk ruining how well multiple sculpts flow together. The more time I spend in Maya and the less time wrangling sculpt maps in Photoshop, the more I can concentrate on concept, technique, and style.
Thanks so much for bearing with this long post! Please post any information you might have to help!
-- Raz