Hah I agree tthat solution for semi dynamic level would be cool (fully dynamic lighting, but for the most part static geometry),
Enligthen looks cool, but from what people around say, setting up assets for it is nightmare and precomputing can take as long as lightmass or longer (!). Dunno how true is that but…
The solution from ACU and The Division aside from what I have said earlier, is very game specific. For example to support time of day you need to interpolate between cubemaps, so you either support time of day by default (and then what if my day is 36h compressed to 1h instead of 24h compressed to 1h ?) or you left implementing rendering details of cubemap interpolation for end user… which is less than ideal.
We could only store spherical harmonics in probes (like it was in FarCry 3), then quality will be lower, but it will work for arbitrary lighting conditions.