True. Compatibility was lightweight, it shouldn’t be too hard to maintain. Just clamp Brightness, change tone map curve and disable anisotropic occupancy.
I’m pretty sure more people are using Compatibility than had issues with Lighting system’s scalibility other than migration of Compatibility to Voxel. Tho I’m not exactly sure. Like Ittr said,
I’m pretty sure a lot of people use Compatibility because it clamps brightness, which makes it easier to light up areas without making it too bright.
Compatibility is actualy more both. While Compatibilility was originaly made to replicate the old Legacy Technology, it is also often used as an artistic choice due to the tone mapping curve, the brightness clamping, and light anisotropy.

It would have incoherent visual results on other Lighting Technologies.
Then limit it to Voxel technology, after all Lighting.ColorShift_Bottom is limited to Voxel. (as far as I know)

It would also impose significant complexity to our lighting shaders which would impact the performance of every experience, even those not using it.
Again, Compatibility was lightweight, it shouldn’t be too hard to maintain. Just clamp Brightness, change tone map curve and disable anisotropic occupancy.

As a scriptable property, it would fully invalidate the lightgrid every single time the property would change, causing light flickering and performance instabilities.
Just make it not scriptable (I’m getting kinda tired I kinda regret wasting time writing this reply)
Also I sugest making a guide for Migrating from Compatibility to Voxel I’ve already made mine you could maybe do better.