They are working on the light range extension. This is not being ignored.
At RDC, i talked to a rendering engineer and the main concern is the new light grid.
You can already try to use extended light ranges via a fast flag, but you will notice in the distance that lighting has significant artifacts and renders weirdly. This is because roblox uses a “hybrid” model which was talked about by @zeuxcg when he was working on FiB phase 3, basically you have a radius around your camera, within this radius the engine uses per pixel shadow mapped lighting if Future is enabled. Outside of this radius the engine transitions the lighting to ShadowMap
lighting.
Within the radius where pixel lighting is rendered there is also a distance where lights disable their shadows.
The issue is, voxel lighting has this “importance” system as far as I know, distant voxels update significantly slower than voxels near the camera.
The light range which the fast flag allows you to use (240 studs) is larger than this hybrid radius as far as I know and it ends up causing problems.
Someone else previously made a post in here where they changed the range via cheat engine, you can see distant lighting on voxel based lighting is incredibly buggy, same with future.
So they cant just roll this out yet but they are working on it.
I couldnt get much more information because the engineer wasnt sure if they were allowed to tell me more about this feature, but this is all I was able to find.