Add mouth socket back in, after Wrapping.

As far as I’m aware R3DS Wrap has the limitation, that it does not work well with basemeshes, which have a mouth socket.
I am now using a basemesh, where I deleted the mouth content. (Teeth, tongue, gums.) Wrapping works perfectly now.

The problem is, I do actually need those elements of the mouth in the final mesh result.
To complicate things, the results from R3DS Wrap are intended to be used as Blendshapes.

Meaning, vertex number and order, and the transform always have to be the same.
I tried simply adding the mouth socket content to the final R3DS Wrap result in Maya via: Combine.
This breaks the Blendshapes, because the mouth socket postion/transform will always be (slightly) different for each character.

Is there a way in R3DS Wrap to just append mouth socket geometry after Wrapping to the final output mesh in a way that keeps the Blendshapes functional?
If not, what’s your workflow for adding in a mouth socket in a DCC App like Maya to the R3DS Wrap mesh output and still be able to use the results as Blendshapes?