Our studio has approached it from a different angle that you may want to consider if you have the development resources.
We wrote a version of our own alembic plugin that allows a proper updating of animation onto existing alembic in a lighting scene. Replacing alembic through Autodesk's (Maya specifically) implementation of Alembic is not very good and instead of reconnecting animation to the geometry in scene via the existing alembic node, it will create a new alembic node, which clobbers a lot of shading work in-scene (shape nodes etc).
Pipeline wise, it's ridiculous to have to pass uv updates through an animation rig in order to allow lighting to have the changes, where a proper process would allow you to have independent uv's that can be swapped and managed directly by the artists that need the changes (Usually not by rigging - at least not constant updates). I'm a little sketchy on the final implementation of our version of alembic - I didnt write it - but the animation data etc will get passed into the custom alembic node that will update animation without messing up shader assignments, and UV's etc. (And even allow the user to manually update the path on the alembic node !! (Current implementation allows you to change the path but doesnt actually update, ( maya2015))
(Even better was the use of Cortex at another studio that I worked at where the animation and the mesh data were separate files so lighters were not dependent on anything apart from vert order and animation didnt need to worry about any changes other than vert orders.. saves a lot of disk space also). Both systems are an improvement on Maya default offerings. Hopefully Autodesk's approach will improve in future versions, as Alembic can allow for it.
Gerard van Ommen Kloeke
Fin Design and Effects
Sydney, Australia