The damage list makes sense, but the render info on what layer the element should be painted on should be included with the component. I think the last time I tried to add damage to turn it to dynamic it freaked out about the render info not existing in that array or something, so to workaround i just refreshed the static layer on every graphics refresh... not the best idea.
I'll probably need to look into tso.world a bit more before doing anything more involving the containment slots, since objects on avatars definitely need to be dynamic, objects that have changed graphic in the past few seconds should be dynamic, etc. I have hacked the contained object to be dynamic and the positioning is working fine, but there's a weird lack of z sorting that wasn't present when rendering to the static layer.
I think the original game repainted entire (all layers) segments of the screen where changes occured. You can see this if you manage to screw up directdraw somehow by using an application that renders over the game semitransparent (my volume control does this), only rectangular segments around dynamic objects update to save some render time, but everything behind them is still redrawn.