As a Roblox developer it is impossible to create worlds with impressive verticality that have attractive lighting.
In my game, players can fly indiscriminately, and the setting of my world requires tall trees and caves and other extremely vertical natural structures.
If your ceiling is too far away from the floor, depending on the conditions when the client enters the space or approaches the space, the floor will not be appropriately shadowed by the ceiling. This occurs on all lighting modes, from voxel to future. This looks embarrassingly bad, and there is no sane way to work around this problem (nor any insane way that I am aware of), other than to waste time trying to design the space so ceilings are the perfect height, or else sacrifice creative vision.
In an ideal world, Roblox would render more distant lighting chunks within performance limitations, and similarly allow the objects in lighting chunks much higher up to influence the chunks much lower below.
If there is no way to automatically do this within performance constraints, Roblox should allow developers to define shadow volumes; areas of space where there should be no lighting influence from the sky, only from lights in the world. This would allow me to appropriately shadow large overhangs and caves with lots of vertical areas without forcing me to make less impressive worlds.
Roblox has a tendency to outright shut down any feature request that relates to physical simulation of lighting if it does not have a real world analogue (reflection probes are a good example) in favor of an automated solution. If the engine cannot light these spaces correctly, and there is no feasible automatic solution, do not just leave developers to put up with this ugly looking nonsense. Roblox is pushing towards higher graphical fidelity almost every quarter, but the harsh limitation of shadow range keeps dragging it back. Let developers have control of this if there will always be these kinds of range limitations for shadowing.
Sad pictures: