Ha very nice stuff!!
I noticed you are using a fullscale texture, I would suggest a slope based splat shader for texturing (later on) and maybe use a fullscale texture as some sort of land/texture type indentifier.
Following this with great interest
If you are using : http://www.leadwerks.com/werkspace/files/file/481-bloom-shader-for-leadwerks-31-beta-edition-steam/
Then you need to add the bloom.lua (not bloom.shader)
Just click add and type bloom.lua (since you can't select lua files)
There are some adjustables in (3 in brightpass.shader and 1 in bloom.shader)
For basic modelling I use Silo2 (which is very easy to use), but be aware it does not support animation and is not actively being developed. (and not free)
I'm preety sure I chattet these functions to you, but you were all set on SetColor, so there was no stopping you ..
But there is a slight issue if you don't want to change it for all your shaded entities that uses that shader... the uniform is set for ALL entities using the shader. SetColor is sent per entity.
You can use
SetFloat,SetInt,SetVec2,3,4 to send custom stuff to your shader if you add custom uniforms to the shader.
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/shader/
If you are able to assign mats to the paches for wireframe, you can use drawmode=2 in a mat file and assign it to your patch.
mat=Material:Load("..")
patch:SetMaterial(mat)
http://www.leadwerks.com/werkspace/files/file/489-wireframe-and-point-mats/
If you're using the beta you can do this with kleptos postprocessing shader (look in the workshop)
or you can parent a big plane o the camera and paint it with a skybox texture. (also a script in the workshop)
Default exmaple seems to work : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/model/modelgetsurface-r344
(if you exchange barabarian with the crawler)..