Yes I know.
But as global spotlight and faloff factors aren't realistic at all (as every light has individual falloff factors and spotlight cones), it would be nice to give the user the possibility to set up his own individual light factors for shader based lighting.
I admit that concerning static lights defined in wed my request might be difficult to implement. But couldn't it be possible to eg. pass the ambient factor (or any other factor) of an light emitting entity as additional light factor to shaders? This way at least for dynamic lighting additional lighting information per light could be set.