Too long to reply on twitter, so.
300 vertex limit[900 = uv+norm+pos), 6 passes for dynamic shadows, terrain shader is inefficient, etc... Win RT+Unity sounds FUN!
I haven't watched the video, but have looked at the slides. So, point by point:
300 vertex limit
That is for dynamic batching, i.e. meshes larger than that aren't transformed on the CPU each frame to try to save the draw calls. This isn't a WinRT limiation; it simply doesn't make sense to spend CPU time transforming larger meshes, in order to save some CPU time to save a draw call.