I couldn't find any good ways of doing procedural edge loops (let me know if there is a good way!) so I wanted to see if I could do it in VEX - also as a bit of an exercise in VEX.
I got pretty close; it seems to do quads fairly well - it doesn't do tris or ngons currently but i'm sure that could be implemented.
I'm sure there will be issues with it not carrying across attributes etc. I haven't really done much testing, but i'd like to see if this is interesting or useful to anyone. Or if anyone can improve it that would be good too! (its pretty messy so i'm sure it could be made more efficient at least)
File is attached
edge_loop_02.hipnc