I've found using cifilters in scenekit mostly useless. Unless the scene is extremely simple the performance will be garbage.
If you plan to be animating this, the easiest way is make it white. Id use two animated particle emitters. One red, additive, smoke texture just to give it some red/white coverage and let the particles live 15-30 seconds in local space. A second one spitting out smaller ones constantly to give it a pulsating effect, but keeping the life span short.
If you look at the apple ship demo, the reactor particle system of the engine is like a very short light saber. You just want to make it longer and and different colors. By using a smoke/cloud system to give you coverage you don't need as many particles from the main emitter. Once it's glowing, moving it around is easy because all the particles are in local space. You just move the node. While this isn't the most performance friendly way to do it, it is the best looking way. You can have particle sparks, particles emitted during movement to give a trail effect, and the pulsing, alive look will be better then any filter/emission/reflection/shader you can whip up. As with the reactor system in the apple demo it looks great. I'd be surprised if you could make something that looks as good in a 3d scene with lights/emission/shaders.