Your comments

Which version did you use to create it?
Marked as "not a bug" for lack of a "closed due to age"
No, I don't know what caused it, and this version is way too far back to have some support. I'm afraid you'll have to remake it, or find the parts in the SF metadata that causes it not to compile properly
It's messy to duplicate shaders now, because of that, but it should be fixed at some poin
Rename the shader path inside the shader file, and then open it
The rotator itself isn't really distorting anything, it's just rotating whatever 2D vectors you're feeding it :)
This should also help you out in understanding how custom lighting works: http://www.youtube.com/watch?v=EjCXwV0YYdU
Light Attenuation contains both the attenuation from light sources, as well as shadows.
Plugging in light attenuation into alpha, doesn't make much sense in forward rendering, because you're dealing with more than one light source.

You can use lightmap UVs by using the UV coordinate node, and setting the dropdown menu to use uv1 instead of uv0.

Anyhow, please try and ask questions in the forum threads instead of here. This place if mostly for reporting bugs and requesting features, not a place to get help from me on specific shaders.

Also, why you're using Beta 0.25?
I'm not sure what inverting transmission even mean. Sounds like it would yield a regular lambert diffuse.

Try setting transmission to 1 and diffuse to 0
Glad you like it!
It's something I've planned to have, but simply have forgotten for a long time. The issue is that object scale is only sent to the shader when it's uniform (X = Y = Z). It's not possible to read the separate channels in Unity 4, unless you send them in manually.