Negative Scale and Dynamic Batching

I have 4 copies of a prefab in a scene with just a camera. Unity 5.2.0f3. Camera is perspective, prefab is mesh, material + texture.
A (0, 0, 0)
B (5, 0, 0)
C (0, 0, 10)
D (10, 0, 10)

First Question:
All 5 of them dynamically batch into a single draw call. If I set any of them to a negative scale on X, the batch is broken. Now, I would like for the negatively scaled asset to also batch, but of more concern to me is that if I set B or C this way, I get not 2 but 3 draw calls. Groups of opaque renderers should not have their batching interrupted like this. Can anyone shed some light on this?

Second Question:
If I have more than one of them with negative scale, those ones do not batch. Unity documentation states that multiple objects with non-uniform scale will batch with each other, so even if they don’t batch with the non-scaled ones, they should still batch with each other. Can anybody explain why this is the case?

There are lots of things that can prevent batching. According to the documentation,

Generally, objects should be using the
same transform scale.

October 2018 and back to this question, any solvets yet?