Hi,
thanks for the reply!
@1: let me be more specific 
I am aware of the unity free splash screen “do not touch rule”, and I didn’t touch 'em.
If I generate an xCode project, open it (with xCode5 + iOS7 SDK), xCode shows me slots for about 8 splash screens, and 4 of them are missing.
If I build the Unity project out of the box, it e.g. would crash on iPhone 5 or iPad Air, cause it logs “you must not modify the splash screen in Unity free” … which I didn’t do.
The solution is, that I have to manually add the Unity splashscreens for these resolutions.
Out of my head (not on a mac right now), it’s the splashscreens for newer tablets … iPad mini and Air … but don’t blame me, if I got this wrong 
This is cumbersome, if you have to do all these steps for every new build (see question 3) too =) ).
@2: ok, thanks. Good to know!
@3: I have heard of the OnPostProcessBuild and GitHub - onevcat/XUPorter: Add files and frameworks to your Xcode project after it is generated by Unity 3D. . I thought, maybe theres a built in solution and standard for all the plugins. Some seem to use it, some don’t. Those that seem to use it, sometimes don’t work.
As a Unity newbie (we got experience with crossplatform + native development for all kinds of sdks), I would seek advice, how you “automate” your SDK integration for iOS. What’s the nowadays preferred way, to include .framework files?
E.g. on Android you don’t seem to have these problems, as the manifest gets updated/merged.
We mainly come from a different engine, and if you generate an xCode project there, you can easily update your build/project by simply replacing the one game-content file.
What files do I have to replace, when updating a unity project?
I think things are more complicated, looking e.g. at the plugin cpp files which has links to the DLLs …
I must say, according to all the hype around Unity, I thought for main platforms like iOS, there’s a smooth workflow … and I still hope there is, just don’t know where it is yet.
So I’d be grateful for any tips 
Thanks!