One thing I’ve noticed is that the lights sometimes “bleed through” solid walls. It’s probably not intentional behaviour – the new RC shrine Rayya’s Shadow that @Allie designed for Alpha 19 shines its lights out through the windows, but it seems to use braziers instead of lamps… maybe Allie can shine a light (pun fully intended) on how the different light sources work with windows and walls?
I think your issue is more that the large scale and low emission radius mean the lights simply don’t cover most of the area. I believe that the lighting intentionally “falls off” quite quickly to reduce the number of shadows that any single light source will throw; but a lot of users will probably just counter that by added a bunch more lights. I think it would be easier on the memory drain in larger-scale builds to have very wide-reaching lights, allowing us to fill in the shadowy areas and hopefully reduce the number of shading calculations (i.e. if the whole wall is brightly lit, there should be no shadows to calculate). Those wide-area lights could be softer than the standard lamps, but have no fall-off (they stay just as bright out to the edge of their reach as they are at their source); so players can still use brighter lamps to “spotlight” areas of detail.
It’s a bit game-y, but it’s often easier and prettier to cheat ever so slightly than it is to relentlessly pursue accuracy. Giving us lights designed specifically for large areas and night-time screenshots would lighten the load on the game, while also allowing us to lighten up our towns more effectively and prettily.
Of course, if light levels ever get other gameplay features attached to them, then this suggestion runs into a whole mess of new issues… but for the moment, lights are purely decorative and “quality of life” features (allowing players to more easily identify what’s going on at night); so it makes sense to provide large-area lighting solutions rather than trying to create a “one size fits all” lamp.