I just have a few months of OpenGL experience, just starting to get the hang of it.
I find geometry/vertex/fragment shaders to be very powerful. You have a few parameters that translates into a complex representation. One layer of your program can compute these parameters, the "model" only, and sharers can do the "view" part. That gives you a good separation of concerns and a lot of flexibility.
It's a pity that OpenGL ES 2 doesn't have geometry shaders. I think the CPU could totally take over this part in case the GPU doesn't support it and if proper shim libraries were present.
Is there any library that helps unfolding a model into vertexes / vertex attribute parameters / uniques, etc? Maybe one that uses the language of the geometry shaders?