Please support dynamic and static batching to minimize drawcalls for mobile and low-e

The form of batching that you are thinking of is not actually going to be that effective, even in Unity it appears to be highly limited except for Static Batching. The concept is to merge objects into as few Vertex/Index buffers as possible. But you start to run into issues with culling, as now its considered one big object, or if its creating vertex/index buffers per frame to allow for culling, then you have the hit in performance from that. I think in the end, using some intelligence in building levels, you should not need that level of batching.