Nope, it certainly won't be in Unity 5. And the most they're willing to say is that they're working on solutions. It's been what, four or five years now?
That's why I'm now using Unreal Engine 4. If you're comfortable with C++, I'd recommend it, though it's still more or less in beta at the moment.
I'm looking into UE4 for my next game, too, and Mono is one of the reasons why - there seems to be a focus on big picture features at the expense of the day to day quality improvements.
For instance, my game builds are ridiculously large, because you can't store your textures in a losslessly compressed format (you can load from URL a png manually, but then you have to manually apply them to your models).
Unity has been so successful because it's been an "OK" tool in a land of rubbish. It seems as though it's finally getting some strong competition at a comparable price point, which is great for everyone.
Either Unity will step its game up (which I'd love, I don't want to switch tools), or it'll enter a long, slow period of decline.
Unity 4.3+ lets you choose "png" format as part of the native 2d support. No more 16/24/32 bit uncompressed as the only lossless formats.
I'm not sure if the new "png" format would work for 3d textures though- there might be some other weirdness there (like maybe you can't turn on mipmaps or something) since it's supposed to be used for 2d sprites.
That's why I'm now using Unreal Engine 4. If you're comfortable with C++, I'd recommend it, though it's still more or less in beta at the moment.