thanks for the insight, i found out another was which was to apply a influence object to the mouth for a wrap deformer. (i.e a wrap deformer influence object) like a seperate mesh for upper lip or lower lip...but it just added some complexity to the history)
anyway I end up tweaking the base wrap object vertex bit by bit and always re assigning it to check if the strech still happens, eventually i got it all seperated. without adding any more complexity to the history.
Your way would just work as well I persume...I think its speeds up the overall model if you have more smaller pieces of wrap object instead of several large pieces...right?