Hmmm... I'm leery of adding all the functions like that, most of the SFX-derived code seems painfully similar and I don't see why you can't check for the value in the function itself.
Further... I see you extended my SFX mod, okay, I suppose swords might work if I remembered to add their trails and such in. And actually, sword trails are taken care of in the default saber code, yes, but SFX Sabers removed them. I'm trying to recall if I put them back... and apparently i did. I wonder if I put it all back...
From reading your code, you messed with the original sabers and in general added junk, I added an if clause for my SFX mod so that their saber trail duration and so forth would remain intact, SFX and normal have different durations. You made it always false.
Normal:
saberTrail->duration = saberMoveData[cent->currentState.saberMove].trailLength;
SFX:
saberTrail->duration = 0;
This is easily correctable, there was no need to comment out my if clause for sfx_sabers. You instead should have simply changed it to your cvar, which would have preserved the original blades.
Also, I see a bug. Your switch does not provide a default in the instance of a person entering a number above 5.