I think I'll do a debriefing, cause I seriously didn't put much time into this project, but I was happy with the results...
So first things first: my passes.

+a lens flare pass (bright spots to pass through post effects)
I wanted to add more depth to my depth pass, but due to the stage being a good 300 units behind, my depth shader only covered 100 units. I will have to either scale everything to size before running passes. Considering that, I build my character as huge.. so I have to keep scale in mind. I also assume it will make TS run a lot faster, it had a lot of trouble expanding and doing operations at a scale that size... I will have to run some tests.
I would also then create my trigger pass node, maybe try learn how to use different attributes so I can modify the switch script according to the root name, and yeah! I would prefer to run the script in Object mode, but then my shaders wouldn't be portable via objects (for scene construction). But sometimes Scene wide materials really helps with modifying lots of elements.
So.. I might make.... or learn better material tagging.
I am also planning to colorize and save my own nodes to work with concerning shaders, matrix's and the like. I like Softimage's ICE system because it is context safe. More often than not I have no idea what the context is in the LE so I have no much clue as to how to create or do things.
I think the more I learn about ICE and could technically reproduce things in the LE - including particle systems and other geometry modifiers - without having to script too much..
Oh so much to learn, sometimes just working and modeling and pushing things around really calms the mind, but I do like the technical side of things also... so.. onwards.
More ideas, lots of work.. I'll keep working on my shader system in my free time.
Next thing, my AO pass also needs to have things to scale, as I built the AO light pass system to a sphere dome, scaling the directional lights casting "rays" and shadows certainly didn't scale well, so I got a terrible effect - plus the stadium wasn't even in the dome...
I got a couple of seconds per frame rendered in HD, but considering the AA, I need to scale that up then compress it to get better samples (more than the video card can handle).
Another thing, I have to watch my hair system in TS. It is quick to chog my computer, regardless of the videocard. I found it ran smoother on a slower video card with my machines at work that run nearly 4 times the clock speed. So that really helps, the faster a computer is, the faster trueSpace is. Handy.
Also, if using hair system in TS, making a field would be handy to do it in sections - drop the quality the further away it is from the camera - or better yet, model with very low polies and scatter them using particles in the MS or in Blender and import and texture them within...
But for shrubs and patches of grass, the hair system is perfect - quick and to the point. I ripped off a "back scatter" material from sample scenes I have then used my own alpha mask and grass texture.
In blender, I used the composite nodes for the bloom, sheen, and lens flares (which I quickly drew in gimp).
The AO didn't do much, but it just helped "pop" out some detail. I used two defocus nodes and color ramps to bring out a DOF in the fore and background (or else I'd just have one and not the other).
So... I didn't really use my pass scripts that have been devoloping, thanks to many of you.. but I have developed some ideas and practicing. The idea is to create a super shader, one with Depth, AO ready shader, Normal and then the beauty aspects. I will also try create or copy a translucent aspect to it - maybe.
It will be my "one shader" fits all.
I'll even try make it lighter with "delete un-used nodes" later on - like if you aren't using translucency, constant, depth or AO, you can just delete them, lightening up your object. It's a theory.