In 1.0/1.1, you can do stencil shadows if the hardware/driver supports it. This is what the Quadrant demo uses (judging from the screen shots, it just crashes on my phone). jPCT-AE (as well as jPCT) doesn't support stencil shadows, because their use is limited, they have several drawbacks and are computational intense, because you have to recalculate the shadow silhouette of each object for each frame (i.e. determine the "edge" where an objects polygons switch from front to back facing and extrude this into the scene). Stencil shadows are hardly used today. Doom 3 was using them as well as F.E.A.R, but i don't know of any other game that does.
Today, shadow mapping is being used most of the time and you can't that in 1.0/1.1
Concerning reflections: All reflections i've seen so far in OpenGL ES 1.0/1.1 were simply flipped geometry approaches. The idea is simple: Just render the same geometry that if above the reflecting surface again below the reflecting in a mirrored way. You are free to do this in jPCT-AE, it's just pretty costly, because you render the whole scene twice into a full blown frame buffer.