Fullbright (or "emissive" as I like to call it) functionality is somewhat up in the air right now. Currently I'm considering the following approaches:
A) Make fullbright objects accept a normal map, and only apply "shiny" lighting as it were to them like all other objects instead of having it handled as its own separate effect (since this will be a controllable set of parameters, it may make the most sense to go this route)
B) Keep fullbright objects as-is, and follow up with a more comprehensive solution later for emissive materials