To that hurdle comes that we dont have cubemap support which is needed(recommend) for point light shadows.
But there is something very fast that can be used for these shadows (dual parabolic mapping) I used this technique for example in my glass shader.
It may even be faster than traditional cube mapping(not tested) but the quality depends of the vertex count of the rendered models.
It gets worse if you have only a vew vertices in relation to the model size and distance ofc.
I often thought about adding it to my pack but to be consequently I would need to ditch AGK's Shadows and add mine.