This sounds like an odd way to go about fixing a problem. These 'fluctuating vertices', are they an issue with importing the models into Blender in the first place? Also, do you mean that you basically want a polygonal model of the UV layout? mopKnit script for Maya does this, but that's Maya, not Blender. But I'm sure…
Ok now that I know what you're after I have a few suggestions. It seems like it would be easier to pick a pose that's close to what you want and wrangle it back onto a default pose for skinning rather than rebuild it based on the UV layout. Or deform your skeleton to match the default pose of the mesh before binding the…