As long as you limit yourself to vertex lighting, there should be no need to modify the fragment shader. To use your shader, create an instance of GLSLShader that uses it and assign it to your objects.
I don't think that I'll add support for this to the core. The default shaders' purpose is to mimic the fixed function pipeline's functionality. Directional lighting is supported by the fixed function pipeline in theory, but it doesn't work properly on some devices, so I didn't add it. I don't think that it looks very good when using vertex lighting anyway, so I would have to provide a complete set of shaders for per-pixel lighting, but that somehow feels like opening pandora's box to me. I see your point and I actually think that you are right, but given the great flexibility that shaders provide, I fail to see how I could provide a set that works well for everybody. So I decided to limit myself to the lowest common set of options instead and leave everything else to the user (with shadow support being a kind of exception).