The purpose of this question was to find the way around a perceived limitation to the DirectX11 pipeline that only one Vertex and Index Buffer can be accepted into the pipeline. After some coding, the sandbox world of C++ and the DirectX11's sandbox mentality stands consistent, and the pipeline accepts as many buffers as necessary.
The problem was resolved, storing an object data class and a global dynamic structure logging all objects and their properties registered into the world. The object class created the "ownership" through natural data separation per class instance.
For future eyes.