I don't have a full solution but have some ideas.
First, be sure that the display units are the same as the system units in your file. If they are not you may get numerical confusing numerical values.
This link provides some information about finding the position of a vertex in local or world coordinates.
It's interesting to note that each vertex of an editable meshed object has a transform associated with it although the vertex is just a point and conceptually does not have an orientation. I could not determine the Maxscript syntax to use to get the transform of the numbered vertex of an editable mesh. As a kludge I tried the following.
I converted a small box (0.1 pre side) to an editable mesh. I then noted where vertices 1, 2, 3, and 5 were. A vector from 1 to 2 to defines the x axis, 1 to 3 the Y axis and 1 to 5 the z axis.
To experiment with your task I meshed a teapot object and then attached it to the meshed box I previously created. The result is a meshed object that I know I can use the first three vertices to build the transformation matrix. I also noted the total number of vertices in the object. In my case it was 538.
Compound Scatter was then used to create a model with multiple instance of the special meshed teapot. The resulting object was then meshed. The position of the various instances can be determined by looking at vertices 1, 539 (1 + 538), 1077 (1 + 2 x 538), 1296, etc.
The position of the vertices can be found with
v_pos = (in coordys world getvert obj n)
where n is the number of the vertex.
To build the matrix for the first row of the transform matric just define a unit* vector for vertex 2 - vertex 2, row 2 is 3 -1, row 3 is 5 - 1, and row 4 is vertex 1.
The process is repeated for the other instance by adding multiples of the total vertex count (538 in my example) to the four vertices 1, 2, 3, and 5.

A script could be written that asks the user for the number of vertices per instance and the number of instances. From this information it could output a series of transformation matrices.
* Note, usually the transformation matrix has unit vectors for rows 1 through 3. If the instance is scaled then the scale factor can be determined by the length of the three vector 1 to 2, 1 to 3, and 1 to 5.
lee.minardi