I've been using mental ray for years, and there are some very nice, easy-to-use shaders for what I am trying to do here…let's see what Mantra can do

I am hoping there is a way to set an environment map for refl/refr gloabally rather than for each material.
Setting it in each material gives me something like this:

If I render out in passes and I can finesse it in post, then fine, but setting the same envionment map in each material seems inefficient. Also there is an issue with using an image sequence for the bg/refract…more on that below.
I tried setting an Environment light with a map which gives this:

The result for reflections is quite nice, but I get no refractions. Also, there is no respect for the alpha channel in the glass material.
The nicest result strightaway seems to be using an Environment Box which is giving me this:

The problem with this is two-fold…
1: In using an Environment box, I get no alpha for comping in the background plate in post.
2: this quick test was using an HDR->rat file. This would seem to be impossible to do with a sequence of images as a background plate for refractions.
Lastly, using the Background image parameter in the camera itself, I still get no action in the glass' alpha…no background, just black.
This testing is for a shot I am begining to work on where I will be camera tracking and comping in the background plate.
So, the questions about all this are:
1. Can I use an Environment map globally for reflection?
2. Do I need to use a *.rat or can I use a shperical hdr?
3. Can I use an image sequence in the background to get proper refraction in the glass material with an alpha for the background (ie.: no image plane)?
Thanks
Michael