Boolean with floating edges
Boolean Difference/Intersect should be able to deal with floating edges(or vertices), which can then be used with modifiers such as Skin.
The case I tried doing was having an edge with one of the points in a vertex group, array modifier with curve modifier to follow a twisting bridge, boolean to get rid of edges in certain areas, then warp to move the vertices in the vertex group downward, then skin to give the edges thickness. Now I have pillars to support the bridge. But the boolean modifier doesn't remove the edges where I want them removed.
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I found a way to do it with a triangle (which can be used in booleans) and then having one of the vertices in a vertex group that is used in a mask modifier after, which results in a vertex instead of a triangle. Then I gave the object a verts instancing with a pillar child. I later used a boolean to cut the pillars where they enter the ground. This approach gave me good UVs which is nice, but either way the z rotation of the pillars is constant (which doesn't matter in my case).