Yeah this is nothing new to some of us, but its good you are finding this sort of stuff out on your own, & it definitely doesn't hurt to document it here so more people can see this. I've seen some tables released with liberal use of alpha's everywhere & it just ends up an unoptimized mess that I try to fix.
Most tables do just use the method bob mentioned to cover all clear plastics that run parallel to the PF. Saves on performance & its also the easiest method, I think. But when you get to clear ramps (actual ramps), there is of course no avoiding a number of control points.
HOWEVER, dig on this! It almost doesn't much matter how many points you use in the editor to make a ramp look real smooth & rounded, because actually VP's alpha slider can change all this anyways once you launch a table. If your slider is maxed, then ramps are going to look extra smooth & rounded. If its all the way to the left, then the opposite happens.
I guess by adding more points in the editor, you could improve how a alpha ramp looks when the slider is toward the left, but at the same time you are also putting more stress on the engine. I say make a lamp look decent in the editor, but just don't use control points liberally. Then rely on your alpha slider setting to take over from there.