Sure, I don't see why not. I prefer to split “sometimes” into different DOP networks if I know I can sim one differently than the other (Sometimes you require both at the same time). This way I can write the first DOP and then write the second. But this is really my personal way of working.
“How can fluid and smoke can interact with each other when we have two dopnet ?”
In this case, what's happening, Pyro is looking at the source for velocity. Since we have FLIP particles with the vel attribute, it will be taken as your initial velocity in DOPs… ain't that cool!! Now you can add the mesh of your FLIP as a collision obj for your smoke.
Again in that case it doesn't matter if you need one or 2 DOP networks… it's a matter of preferences I guess!
Too bad that glass doesn't emit smoke while melting… I'm sure it's extremely hot at that point!! lol…
You can always add a little smoke coming from the droplets or the liquid inside evaporating ??
Jeff's links are really interesting!! tempting me on melting some geometry!!

glad to help!