Basically this should be straight forward with the exception of the part I quote below. Check out
http://www.master-space.com/ for an example of a project which uses PolyVox and appears to do something like you describe.
You basically want to have a node in your scene graph for each region/mesh of the PolyVox volume, and all of these would share a common parent node. The parent node represents the whole volume, and making changes to the volume means you need to update the child meshes as usual. Transforming that parent will then cause all the children to move with it.
Even with just a single volume this is a sensible approach because it means you can move your voxel terrain around in the scene. With multiple volumes you just want several of these parent nodes (each with their own volume data) and they should all be children of the root node in the scene. There's nothing very PolyVox-specific about all this.
DJDD wrote:
If two asteroids collide you could merge the two voxel arrays (expand A to encompass B, copy over B data, delete B).
Now this is the tricky part
I guess it's possible in theory but might run a bit slow. Would you really want asteroids to merge like that anyway?