Just to be clear here…
There are 2 different things you can do with capture probes. You can capture indirect specular, or you can capture indirect diffuse (and some approaches combine the two)
When you use Lightmass…like Remember Me did, you want to use the captures for specular only as you have all indirect lighting baked. That’s what Remember Me did and since UE3 didn’t have reflection captures, they “invented” them for UE3 and the render guy from Dontnod helped Epic with their own PBR system for UE4 later on if I am not mistaken (Seb Lagarde).
When you use dynamic lighting only, you want to use the captures for both, indirect specular and indirect diffuse via IBL.
That function is absolutely not supported in Unreal, hence you can NEVER get any localized information with dynamic lighting (if you don’t use LPV). The only thing you can get is a localized, partly shadowed skylight via DFAO. Which is one of the reasons I think DFAO is a super specific and limited feature.
All in all though, let’s stop discussing this here please, as we don’t want to clutter the thread with nonrelevant information. Its already hard for Epic to reply here, so let’s not make it any more difficult for them 
I do appreciate all the good insights here though!
Cheers!