Issue with standard Unity 5 shader on ios8

Hi all,
I’m making a 3D puzzle game for ios that, despite having some very simple geometry in the main scene, uses the Standard (Specular setup) shader for the board and the pawns. Only on very slow devices (i.e., iphone 4) I revert to a mobile shader.
Now, while this setup works great on devices like an ipad 2 or an iphone 5c, it has big issues on an ipad air.
On the air, the frame rate is low (around 15 fps), and some blocky shades appear on the board. Here’s a couple of images to show the difference, the first is taken on the iPad Air and the second on an iPad 2:

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In the scene I only have a single directional light.
Forcing graphics API to Open GL ES 3.0 makes no difference, while forcing Open GL 2.0 at least fixes the appearance (all devices look exactly the same), but the ipad air is still probably slower than it should be: 20+ fps, vs a stable 30 fps on iphone 5c.

The iPad Air is the only device that’s running ios 8, so I suspect that that might be the real issue.

Any suggestion to fix this? Is there any other graphics setting that might help?
Thank you for any help.

@gselfish
This was a long time ago, but maybe it still helps you or somebody else.
You could try changing the graphics api to opengl, because normally its set to automatic (that means every device that can run the Metal will run the Metal api, and maybe this is your problem here).From the devices listed above only the iPad Air uses the Metal Api.