Superiority of one vertex binding method?

Is there any benefit to this:

BindChannels
{
	Bind "Vertex", vertex
	Bind "Color", color
}

as opposed to this?

// "Emission" can be replaced with any other Material Block property except Shininess.

ColorMaterial Emission
Lighting Off

It seems to me that they do the same thing, but the latter is a little nicer if you just need to use one UV set, because you don’t need to “manually” bind the UV map.

No difference. Use BindChannels when the required vertex data is not bound using other means. Using ColorMaterial automatically says “hey, I need vertex color”, so there’s no benefit in repeating the same info using BindChannels.