I presume you're referring to light creation. Creators shouldn't need to do that. All Asobo need to do is combine what they already offer inside the SDK with more options.
I have created lights with Blender. It's the same old visibility problems that you have to work around with hidden giant boxes and messing around with cone sizes. So far I can't make anything that matches a standard MSFS light.
Be aware that MSFS is developed from previous versions. That original software was proprietary and was never released. The code was written, the .bgl format was created and the tools to compile and decompile were provided, but the source code was
not provided. The software was created by Bruce Artwick and sold to Microsoft, the "B" in .bgl stands for Bruce.
www.fsdeveloper.com
Everything developed since, FSX:SE, P3D, MSFS, all were written by reverse engineering this code and this is probably the main reason MSFS remains "mired" in the FSX .mdl/.bgl schema, when everything else has changed so radically.
Why this matters is that previously, we'd never had control over those floating lights. We could eliminate them, we could fake them, but when you write about a configurable, approach style light - well it seems humorous, to say the least. It was virtually impossible, in FSX.
Asobo has made the process so incredibly easier - I mean the biggest problem with Asobo environmentals is
removing them, imo, but when Christian informs, "they've already done that," we really should feel the weight of his years of experience.
Bear in mind, what Asobo "offers in their SDK" is not as it seems. They got a sample of advanced alien technology, translated it to English, or human and released it as their own. Now they are crafty, tricky little magicians, over there in Bordeaux and they have tinkered a lot, on our behalf, but they did not author the original code and there is much of it that remains a mystery.