I might retitle this, as you are actually talking about 'cage geometry' which doesn't have anything to do with transparency.
I don't have Ricochet, but feel sure that any plugin by CS and team will have options for thinning out and controlling the density and distribution of the connecting splines - are you sure you have exhausted all the options and possibilities within its settings ?
But if you are sure Ricochet isn't the answer then there are other things to try.
1. Atom Array
Dropping any model under this generator will give you generated sweeps on all the polygon edges and spheres on all the junctions, making reasonably nicely displaying 'cage' geometry. If the spheres are minimized in size you can make them almost invisible if that suits your plans more. This can get you the sort of look you want, and its greatest strength is that is entirely geo-dependent, which means you can design every aspect of it, but can't do any internal connections unless there is geometry there also. So whilst I think this might be useful to you just be aware you would have to create additional models inside that mesh to get an inner structure, and the connections between inner and outer structures might have to be made manually, which is no great stress if you use spline and point snapping...
2. Cloned nulls + Tracer
If you clone some nulls to the surface of your model, then you could setup multiple tracers to connect pairs of them, which would give you a lot of control over how many connections there were, and where they appeared...
3. Voronoi Fracture
For a completely different kind of cage, and to have some internal geometry created for you, you could try VF and various hull / invert settings...
That gives you a rather unattractive webby-type look (left, below) but you can also not invert it, and then just Atom Array the original Fracture to get the sort of result in the middle...
There's a lot of ways to control the source objects that affect that internal geo so I would spend quite a lot of time playing with this.
If you want less organic and more straight-form structures, use matrixes, splines, planes or primitives as point sources. On the right below that's a matrix driving the VF, giving you more scaffolding-like results.
By simply adjusting the density of a Matrix for example, and adding another Atom Array to the main geo as well we can get some very High quality truss-like forms...
I'm sure there will be other ways too, but this should give you some ideas to be going along with...
CBR