Just the standard 3.1 stable it happens with, as well as both a nightly build of development 3.2 and also I've compiled the master from source and the same thing. I will try and do some more testing on devices to pin it down better.
Unfortunately I've found GLES 2 support on android in general to be very flaky, what works on one device may not on another, there are bugs in some drivers and some are more lax with letting errors through. I've had lots of precision issues doing my own non-godot stuff.
From the adb log, it sounds like this may be a genuine error for something that is not meant to be allowed (the user specifying the same uniform with different precision values). So the behaviour is undefined, perhaps it just uses the highest precision in some drivers and in others it throws an error.
I created an issue in the issue tracker:
https://github.com/godotengine/godot/issues/28199
It may be related to this:
https://github.com/godotengine/godot/issues/22631
Latest Info:
After further testing (getting logcat to work in android studio seems a case of praying to the gods!) it turns out that the failure on Nexus 7 tablet was due to another issue : the exported APK was for some reason trying to load s3tc textures which weren't included in the package, only the etc textures. I was able to force it produce an APK that loaded the etc textures by removing the s3tc textures in project settings. This breaks the desktop build for now but I'll see if there is a way around this. It is a separate issue and less of an immediate problem.
It turned out it likely doesn't work at all on CatB15 phone because the android version is too early (before API 18).
So as of now it is just an issue which is occurring in the android studio emulator for me. I have no idea how the GLES works in the emulator, whether it just passes it straight to the desktop driver or if it does some error checking in between so I'm not sure if the uniform error is coming from the emulator or graphics driver.