With A7 there's no need for a shader to use 2 uv-maps, one for the shadowmap and one for tiled textures
Groovy

even better.
I'm a little confused: I thought precomputed static lights (lightmapping) don't affect models in runtime, as read in Gamestudio manual
Yes, they don't. What we meant is that if you're not using WED you'll be composing your level out of static models. In order for them to have lightmapping like WED-blocks, you'll want to bake the lightmap in an external program (such as Blender) and use two uv maps on the model -- one for the textures (which will usually tile), and one for the lightmap (which won't usually tile).
Dynamic lights can be set up using entities with a "lightrange" parameter. This has nothing to do with the model's uv maps.
Jibb