Why are the Values for the Lightmaps density Shader so low?

Even on large complex mesh like anything higher than 46 or 128 will usually tune red. But in order to get smooth unpixelated shadows I have to often take the lightmap up to 1024 or 2048. What gives? These values are set like they are designed for mobile or something. is there a way to adjust them otherwise the lightmap complexity view is useless for anything other than mobile games.

The coloring values are definitely outdated, they were tweaked for last gen. I think we will just remove them. However the most important thing about the lightmap density viewmode is to visualize texel size, and make sure it is what you want.