Can Lightwave do something that Blender has as its 'denoised normal' channel? It is basically skipping the first hit on Delta textured objects on the normal channel and only return the second hit?

See these examples explained in the Intel Image Denoiser documentation:



Images taken fron the Intel Open Denoise manual page at: https://openimagedenoise.github.io/documentation.html

This would really help in denoising anything behind glass. I'm not very good with the ray cast nodes but perhaps something is possible within the node editor?

This is the same for Albedo passes by the way.