Blender isn't storing these normals for each shape key, so its not simply a matter of accessing some data.
While you could calculate them yourself, this isn't very convenient.
Temporary Mesh
- Pin the shape key so its active an no others are taken into account.
- Read the mesh using the
Object.to_mesh
method. - Read the normals from the mesh.
- Remove the mesh.
Existing Mesh
- write a function that(optionally) store the vertex coordinates.
- temporarily appliesapply the shape-key to the mesh.
- calculate the normals.
- read them from the mesh (can store how you like, but be sure to copy them so as not to hold a reference to the original mesh data).
- restore the original coordinates and optionally re-calculate normals again
(though this could be postponed until after you're done with all of the shape-keys).