Hey Brian,
I think we already had a chat about that in the dev space (for old school licensees^^). It would be really, really cool if you could consider a seperate light class that is fully area lights. No such things as “when the source radius is reduced to zero it should act like a point light”.
I think that this is the limiting factor here. Just think about true area lights that do not only change the specular shape, but also the shape in which light is emittet. Just as an example…look at the guys from Guerillia Games. They support true area lights in all shapes (and my guess is they can afford it because they are not also going mobile with their engine), but that just strengthens the argument of introducing different light types depending on which platform you are targeting.
PS: Dou you guys also think about volumetric lighting?^^ That would be VEEEEERY f****** cool
Or just add the bloom and occlusion shafts to point and spotlights…that could do the job as well (just not as fancy…thinks of smoke/fog that is being lit and casts volumetric shadows through a whole room 