So Unity has the VertexLit rendering path. It is a strict subset of Forward rendering path (Forward can do everything that VertexLit can, and more). We looked at some numbers we have, and looks like almost no one uses the VertexLit path. So how about dropping it for Unity 5.0? Exactly the same thing can be achieved using Forward rendering path, and lowering global shader LOD or just using VertexLit/Unlit-type of shaders. If you use VertexLit rendering path and need it, we'd love to hear why.