Ok, it sounds like some others have happened upon the issue I have been asking about.
At first I thought that had a situation where some levels/prefabs/segments were compatible with full effect shading and others weren't, so before I got all crazy with editing new work I went through all of the prefabs and corresponding rooms and made a list of light-issue rooms. I've reported this 2 times now btw.
But then, I discovered the setup.ini TEXT file under the main FPSC folder which gives a detailed list of all lightmap and shader items.
So, studying which items do what, I tried a process of elimination. This is after having already been through the install/reinstall process a couple of times. The problem was not there, then it was, then it wasn't, etc.
First, I personally do not like the glow/blur post process blosser shading thing, but these are two element choices: Either it gives a glow around items and gets contrasty-bright with lit areas, or it makes the background blur to sharpen the foreground. A nice cinematic effect but I prefer fast and sharp with great shading personally.
Next, there is lightmapping and there is a combination of shadows from the 'old' system and no-longer-supported. There is a combination of these items and they sit in between the preferences choices of light/shade "best performance/best quality". If you change to one and then the other, it changes a combination of the old shaders which is strange to me, since they are supposed to be discontinued or pre-dark ai. Either way, I had no issues with performance or perfect visuals if using the best quality lightmapping and shaders, with the blur effect turned off. but, because there are more variables than pref choices, every time you try to make the right adjustments, they are re-initialized, so only through the correct order of the following events will you get ALL effects at once:
clear temp, FPSCCleaner, load, close, save, reload, change setup.ini. There is SOME order to this that will accurately turn on shading on individual items, from entity to dynamic entity, to world textures, hud, etc. But, I cannot replicate it. I lost a good 5 hours to trying to figure it out. Normally I would wait for an answer, but it is the kind of puzzle that a good adventure game has- lol

Actually the main reason is because the room I am working on involves a special effect that requires the mirror in the Metro Theater to reflect, but without fixing the render issue, half of the room static items go black from no light!
So, until something gives a working combo, the only thing close if best quality light/shade pref and no shaders pref, which gives accurate general room ambient lighting but no special entity effects.