the first (beta?) versions of a7 still had the same vertex format as a6 but now it's different. it changed with 7.05.1 because of this:
Quote:

The handedness of the binormal is now stored in the 4th tangent coordinate of every vertex. This avoids shader problems with mirrored coordinates.




you could ask about baking light maps on the blender forum. i think someone there made a tutorial about it.