No, I understand these Forge issues (I had some Huge-ass technical posts written up about some of these specific problems earlier).
I guess I had expected they would have already taken note of some the workarounds that exist for these specific problems.
This is the guy who is building and eventually putting the MLG forge maps in MM, right?
Could you mention to him to take a look at the
forgeGAF thread where most of these quirks and workarounds have been documented? (Second to last page as of now)
I would really want to see some good forge maps, so if he doesn't know about these it could really help. It seems a lot of forgers might not be aware of some of these.
Those same MLG maps could look awesome (and have better framerate!!) without any need for a TU or any type of Forge updates, since those problems could be fixed with a few careful tweaks.
The lighting being over budget and not showing up can be controlled with clever use of forge piece spawn timing (That wont effect gameplay since it's spawn time is within the loudout selection period) to selectively disable lighting on certain pieces that don't benefit from it (or could be used to create better ambient lighting, if done very carefully) and free up lightmap memory. This allows you to have maps with many pieces still maintain lightmaps and good framerates.
Nokyard found out about this glitch and I offered some ideas on how to use it to make ambient lighting better in the proceeding post here.
The lighting being flat is due to the way the maps are built with low ceilings and complete enclosure inside enteriors.
That can be adjusted with a method similar to the one I explained in this long-ass post. He could open up some of the interiors or add in windows or use the forge timer glitch to allow in some ambient lighting. Again, that part is in the above (2nd) link after Nokyard's post. He should take a look at how Nokyard used it.