Well, that's because it's UV channel 3 :P By default, you're using channel 1 for diffuse. Different channels are used for different things in different engines, so you need to be specific about what channel those new UVs are in. :)
Yep its for light/shadow maps. If all of your UV's have their own unique space you can use the same UV layout for your shadow map. If not you'll need to use another UV channel. The shadow maps are a separate texture that gets called and overlaid onto your model, its normally a Mental Ray Ambient Occlusion pass that gets…