How should I texture VBOs in my game?

I’m at the point in my game-development “career” where I’m finally learning about Shaders. I find them very interesting and there are so many possibilities for what they could be used for, but I’m currently stuck on where I should use them and where I shouldn’t (in terms of optimization, practicality, etc). I’m currently designing an Multiplayer-FPS, and I use blender models for all of my entities. I use the UV-Mapping of the model provided by the .obj file to texture my model using a FloatBuffer in all my VBOs, however I’m now wondering if it would be smarter to just use a texturing-shader for all my VBOs and pass the texture coordinates to the shader.

What do you guys think, should I use a shader to texture all my objects and pass texture coordinate/texture file parameters to the shader, or should I use a FloatBuffer for the texture coordinates like I currently am and draw them using the standard procedure for applying texture with a VBO (glTexCoordPointer, GL_TEXTURE_COORD_ARRAY, etc)?

Here, have a picture of me screwing around with shaders. Because why not?