You will probably get a guy that goes by something agent

that will inevitably clear all things up but I will take a whack at it.
What you are trying to do is basically render as many sprites (textured quads) as possible. When doing this with VBO and VA, it is better to batch them in groups of 1500-3000 sprites then one giant VBO/VA that holds all 88573. Also, it is better to use triangle strips to form the quads then actual quads. Little faster. It is generally not a good idea to recreate your buffers every render which can slow thins down alot.
I think something must be off here as VA should vastly out perform fixed function (immediate mode). I made a sprite batcher tut on here which uses very simple VA that you could try as I know that works. Also, davedes as some great tutorials on modern opengl along with a sprite batcher tutorial which is the main thing you need for 2d games. Once you get a VBO sprite batcher going look into rivens post about a blazingly fast method for sprite batching.
As for when you use shaders, you can do it with all of them but it is better to not use depreciated methods i.e fixed-function/vertex array.
I hope this helped.