I'd prefer an early release, but that's probably more work on your part. If you aren't editing vanilla lights, there shouldn't be many conflicts. The one mod you should probably take a look at is Vault-Tec Workshop Overhaul. It fixes some meshes, added snap points, and changed how the lights project. For build menu integration, injecting a new category is best, but that requires scripting and again extra work. It is safer to uninstall that way for rookies, and easier to navigate, but if it's integrated that way, not a deal breaker. With the fake light idea, I meant craftable lights that are invisible for fill lighting. For example it could be an omni light, like the hanging lightbulb, but with transparent textures. You could place it anywhere with Place Everywhere so it can provide fill lighting in a scene. I wouldn't even worry about it honestly. Edit: Forgot to mention, Relight makes a bunch of changes to lights as well.