So it turns out that Unity's WorldNormalVector() and WorldReflectionVector() macros only return world-space vectors for the shader's generated forward base pass, and not its forward add pass. So say you wanted to try to do some sort of direct lighting trick that relies on world space normals, it would work for the directional light in the forward base pass, but then fail for lights in the forward add pass.
As a result of this limitation, and the fact that Unity seems to have abandoned surface shaders for their new Standard shader, we at RUST LTD are officially abandoning surface shaders for Alloy development. Going forward, we will be using our own framework built on top of raw vertex, fragment, geometry, etc shaders. This is more complex to maintain and develop, but gives us maximum control to add and optimize new features.