The Zynga project we mentioned was swf2ccb I think, which dumps swf files to either CCB, or to our own Zynga Starling asset format (json + texture atlases).
Vector is *hard*. For true vector support you would likely need to go with something like Scaleform, which draws vector art using the GPU. Scaleform wrote this GPU vector rendering engine over a few years, and it's unlikely that you would be able to duplicate it easily - likewise I don't think there are many other projects open or closed that do anything simlar, and non that I know of that use GPU to render SWF assets. The problem with scaleform is that sometimes drawing vector art with CPU is faster, and sometimes (many times) is sloooower. It depends on the actual vector art in question as to whether it's best to convert it to a texture or not before hand.
For games, the general rule has always been that vector art is best pre-converted to tetuxtures. Not sure if this is 'objectively' supported by any tests anywhere, but since the tools and vector rendering GPU libraries are really not available, it's generally considered the path of least resistance.