Would it be wise to switch over to deferred rendering in the future to perform lighting? Right now, I'm doing my lighting in shaders, and it's messy since I have to recompile different versions of my model rendering shader pair to take into account all of the different lighting combinations, etc... I can only have 1 of each type of light due to varying constraints, and that really seems to push iOS hardware doing that.
I've heard that deferred lighting is pretty expensive on mobile devices for now since the filtrate for mobile GPUs are far more limited compared to their desktop counterparts. Then there's this OES 3.0 spec that's just been ratified giving us a new take on functionality...