The rounded corners and strange penumbras of distance field shadows irritate me. Epic has done some work on improving the memory use/resolution of distance fields for UE5 which should help with the rounded corners, but I don’t know if that work has made its way over to the shadows, so I’ll have to do some more testing. The shadows produced by lightmass are of a very high quality and they have essentially no performance cost which is nice for mobile hardware and VR systems.
The problem with using a density setting of 50 (or lower) to get relatively crisp looking shadowing on dynamic objects is that mip0 ends below arm or head height, which is not ideal if your dynamic objects are mostly humans.
Edit: I understand regular stationary shadow maps are going to be the best choice in most cases, though there’s still a decent performance hit on lower end hardware like laptop iGPUs. I also like the large physically accurate penumbras that are possible with lightmaps, and there is no other way to get that look while remaining performant.