There have been a few other suggestions on this topic however my suggestion is purely a mechanical way of implementation. Having the shadows generated by objects on a dynamic lighting layer have a higher render priority, as in shadows dropped by objects render over the top of,   for all players. Doing it this way it would give players the ability to see all light generators that are within their field of vision unless an object was physically blocking them from seeing the light generated. I am not sure on your current coding but this should be quite an easy patch into the game and would solve nearly all current lighting issues. Glad to hear that you are implementing two stage lighting radius renders in the dev build, next month I will upgrade to a 9.99 subscriber so I can keep up to date with all the new features.