The font engine is being left as is and so is the THUD scenegraph.
I am currently writing a new wrapped vertex buffer component for THUD. This is going to be very similar to the wrapped vertex buffer except that this time the vertex buffer will have an index with it.
You will still only be able to store one type of vertex in it but u will be able to fill it with vertices that require different textures on screen. The index, which will be a vector can be sorted by texture and then when it comes to rendering, u step through the vector rendering the parts of the VB as indicated.
(BTW this is an idea fresh of about 5 mins ago so if you spot any flaws please say here)
If this vertex buffer proves fast and usable enough i will likely encorperate the Font renderer and the thud component render into 1.