iOS directional & point lighting on my custom shader is crazy blown out, but only on older device

So I’ve come in a bit of an odd problem. I’ve recently upgraded one of my projects from Unity 4 to 5 (5.3.5) and everything has pretty much made the jump fine. However I’ve run into an issue where on a iPhone 4 running iOS 7 (7.1.2) my now lighting explodes where it was previously just fine.
I have a shader I’ve been using on mobile (based off the Mobile Bumped Specular shader) that utilizes directional lighting and point lighting, and works just fine on the various new/old Android test devices I have,

iPhone5, iPad Mini (1st gen). But for whatever reason on iPhone 4 I get this happening:

When it should be:

Here’s the shader

Shader "Mobile/Bumped Specular Full Lighting" {
Properties {
    _Gloss ("Glossy", Range(0.03, 1)) = 0.03
    _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
    _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
    _BumpMap ("Normalmap", 2D) = "bump" {}
}
SubShader {
    Tags { "RenderType"="Opaque" }
    LOD 250
   
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap halfasview

inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
    fixed diff = max (0, dot (s.Normal, lightDir));
    fixed nh = max (0, dot (s.Normal, halfDir));
    fixed spec = pow (nh, s.Specular*128) * s.Gloss;
   
    fixed4 c;
    c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * (atten);
    c.a = 0.0;
    return c;
}

sampler2D _MainTex;
sampler2D _BumpMap;
half _Shininess;
half _Gloss;

struct Input {
    float2 uv_MainTex;
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = tex.rgb;
    o.Gloss = tex.a * _Gloss;
    o.Alpha = tex.a;
    o.Specular = _Shininess;
    o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
}
ENDCG
}

FallBack "Mobile/VertexLit"
}

I can remove the super-nova from happening if I add noforwardadd to pragma, but then cast shadows stop working.
This feels like some sort of bug, but I can never tell when it comes to shader language and Unity behind-the-scenes-stuff tbh.

Any help would be greatly appreciated!

OK. So we’re back to the old forum! (I’m actually quite cool with that).
Anyways, I should give this a bump again I guess since the alternate forum bump is lost to the winds.

@bgolus asked

To which I replied

And now we’re allll caught up.