hey guys!
Sorry for the long silence!
First of all…let me tell you that i have just finished re-recording the session! So if all goes well, it should be live tomorrow 
regarding some of the other questions in here:
I will most likely not touch upon lightmapping specifics as they really are covered all over this forum and various youtube tutorials already. Check the archviz section as those guys usually have the craziest demands for clean lightmaps…tons of good tips in there 
regarding call of duty and probe lighting…its not that easy! Yes they use such approaches, but they can only do it because every room is carefully dressed with occluders and exclusion volumes to get their probes under control. This is common practice with almost all probe solutions and requires a lot of manual work. So you basically trade that work against lightmapping assets.
Depending on your game this can make sense…but its by no means a “**** we should all have this” solution as it really requires a lot of manual work and usually doesnt make sense for open world scenarios if you dont have an army of level artists like rockstar does. Gta can do a lot of things, but only because they solve their problems via brute force and not via super smart tech. Or lets say there is no tech for this hardware, so they fix it by manually fixing all the problems by hand^^ that takes 5 years and 600 people for a game like gta5 :d
looking forward to see how epic will continue with their approach to physical values. All in all…i wish there was just more transparency in their communication.
Let me know what you think about the contents of the new academy once it hit! 
cheers!