Should we constrain the location of user input-output stage variables WGSL

While implementing maxInterStageShaderComponents @Jiawei-Shao noticed that Vulkan had some constraints on the location of shader input/output variables:

According to Vulkan SPEC, "Each effective Location must have a value less than the number of location available for the given interface"

This means that Vulkan requires that the location be less than maxInterStageShaderComponents / 4, at least at first glance. I believe that since we require that interfaces match exactly between shaders, we can, during createShaderModule, renumber the IO variables of entrypoints and pack them in maxInterStageShaderComponents / 4 vec4 but that's a bit complicated and could be done post-MVP.

Any concerns with adding a limitations that locations must be less than maxInterStageShaderComponents / 4?