I compiled for all platforms. Now works (at least, Erel's sample) in simulator and on iPhone.
For whom is interesting ...
I replaced the name SVG to SVG3x (corresponding to Branch 3.x on
https://github.com/SVGKit/SVGKit)
Some comments about how I made files.
Step 1.
libSVGKit-iOS.2.1.0.a (takes 5-10 minutes only)
a) Download and unzip
https://github.com/SVGKit/SVGKit/archive/3.x.zip. Open SVGKit-iOS.xcodeproject.
b) Remove CocoaLumberjack from 3d party frameworks. 'Find in project' by CocoaLumberjack and comment #import "CocoaLumberjack/..." statements. Search by LOG_MAYBE and add // before LOG_MAYBE.
c) Select SVGKit-IOS target, edit schemes (set release mode) and try to compile. It will be some errors (because we removed CocoaLumberjack). Comment corresponding statements and try to compile again. After some attempts, a library will be compiled.
d) Goto libSVGKit-IOS-2.1.0.a line in Products, right click, 'Show in Finder". You will find a library in Release-universal subfolder. Copy it to Libs.
Step 2. Switch to SVGKitFramework-IOS target, select for example Generic IOS Device and run. Then using 'Products' find SVGKit.framework folder and copy it to Libs.
As I understand, we need headers only for next step.
Step 3.
libiSVG3x.a
I made a project from Erel's .m and .h. Unzip iSVG3x into the same subfolder as B4I (B4iBuildServer/UploadedProjects). Compile twice - for generic IOS device and for any simulator. Then combine .a files using lipo -create.