I tried your script in a test scene. Cool stuff :) But it didn't solve my problem as maya kept crashing after thinking 30 min when I applied it to my heavy work scene. I guess dublicating that mass of geometry animated over 1500 frames was more than my poor comp could handle :P I can see a lot of use for this script, so…
i´m not shure it this suites for your problem, but you can bake an pointcache in maya geometry cache>create new cache or you can script out an blendshape every frame without the animation and apply it later under your skin cluster. Why is it necessary that you delete the deformer?