I think it's time to replace the frob material stages with a shader (probably add a param to the existing ambient shader)
There is more than one angle to this issue but I am mainly concerned about too many stages in materials that are somewhat taxing in terms of performance.
Imagine rendering of 3K surfaces interacting with 3 lights in average and using materials with 7 stages in average.
The renderer loops through every stage for every surface making it ~ 20K checks per loop.
Btw these are the settings I purposed for the outer glow if anyone is interested. Its fairly subtle.
However, this is using the old frob highlight.
r_frobOutlineColorA = ".8" (could be controlled in settings to players liking)
r_frobOutlineColorB = "0.67"
r_frobOutlineColorG = "0.55"
r_frobOutlineColorR = "0.6"