Some questions about shader generation?

I have read the documentation about the new shader generation thing and have a few questions about this subject.

In the matter of lights do the generated shaders work with more than one light and if so is there any light limit?

Is there a way to work out global illumination as explained here:
using the generated shaders?

A global illumination map can be easily obtain by baking ambient occlusion with a tool like Blender. It doesn’t need lights, can be easily packed in the alpha channel of a color map and it looks really great.

since panda supports multiple uv-sets and even blender supports export of those lately. it shouldnt be too difficult to set it up. dunno how compatible it is with automated shader generation.