Ah, ghosting on transparencies is a common issue for TAA, and had Alien had more transparencies, my implementation would suffer from it as well. You can actually check by how much if you disable motion blur in the game settings. Then TAA doesn't get velocity vectors, and reprojection suffers. The same thing happens for transparencies -- if you have multiple layers of matter visible through one pixel, there's no single pixel in the previous frame that you can reliably blend with. The way UE4 handles the issue is by allowing artists to tag individual transparent effects as "responsive", which then reduces the "temporal" part of TAA in the pixels touched by those effects. If you tag too many things with that, you will get aliasing and flickering though, so it's a tradeoff. Durante is on the right track again
A very similar issue manifests itself by TAA eroding tiny sparks, like The Janitor noticed. Sparks don't render velocity vectors, so they can't get reprojected correctly. Wherever you have a tiny particle like that, it's usually in a different pixel each frame. It then looks like aliasing to TAA.
As for your motion blur question, the answer is basically yes. For a good motion blur effect you also need the depth buffer, but that's easily available as well.