I've taken a look through your wings models, and I'm not seeing the ghost edges that you're talking about.
What I did notice was that in your unmirrored model, there are some edges that are going
through your model. That's probably what your problem is. My guess here is that you started with a basic shape and moved the vertices around into funky positions, but you moved some that were connected across the bottom of your model up so that their lines now move through the model.
Some tips:
You made it way too complex. The curves have too many vertices and the handle has far too many

You have to think about this objectively as you're making it. 100 people running around the battlefield with a 2000 polygon sword is a bit much. You'll get better at making things look good with less.
You need to make some of the edges hard. The way edges normally are, they round and smooth when it's actually being done in game. This is quite problematic with things like the edge of your sword, or the point where the sword meets your hilt. If you leave it how it is, you'll have a smooth, rounded mess. Click the shaded cube in the top right corner of wings to see what I mean. So, what you need to do is go into edge mode, and select all of the edges that you don't want to round. The edges of the blade. The part where it starts to taper. Where it meets the hilt. The outside edges of those bumps on the handle. Et cetera. Then right click, hardness -> hard.
To triangulate, select your whole model in face mode, right click, tessellate -> triangulate. That'll do it for you. If your model isn't triangulated, it's going to look like a funky piece of **** with holes in brfedit.