Thanks for the poiner on the vertex normal.
First thing I did was modified MJPolytools SplitAroundVertsEdgesFaces to have a distance attribute rather than percentage.
That gave you a pretty solid coplain though it is not perfect due to some shortcomings of MJPolytools
From there you can make the bevel if you are able to figure out what to delete etc.
I never did get the context stuff to work for this one all that well. So what I had to do was just have the coplain split as I called it save its start edges in a global variable. Then the bevel used that start selection to delete the appropriate edges. That created a face that Maya often couldn't figure out well. I had to learn the sets stuff so I could select the resulting face from the group of faces before the delete. Then I let Maya Triangulate and Cuadrangulate that face for cleanup. So it doesn't work perfectly because I don't want to write a smarter triangulate and quadrangulate method. Maya doesn't know how to handle some of the resulting faces as it should. It also fails where MJPolytools failed in a few things but it is functional for a large majority of the cases.
My boss wants to keep my tools in our studio so that is probably more than he would want me to share, but that should be a good start to your stuff.