Put a gradient into the diffuse slot of your baker. put its mapping as a map channel your not using. Create a planar uv map in that map channel. Id go with the AO myself though. perhaps you could use the gradient to weight the AO's effect when you are texturing.
Just create a new uv channel, planar map the mesh, and create a gradient that suits your purposes, this is really fast and works really well, I do this often on weapon models to highlight "interest areas" ie towards the barrel and toward the buttstock will be a bit darker, but the area you'll see up close is brighter and…
Relying on VCs for all blending is very expensive for the engine. We use Vertex Alphas (VA) to blend additional dirt details into a model only when the asset is either a key 'landmark' or needs to be highly repeatable without holding up production for the same asset modified 50-odd times. We actually reversed the blend…