Hi, Pete the Red, I'm going to give you my run-down on how to get the most out of Dynamic Lighting. Accepting that legacy lighting is going to go, I took the plunge into UDL a while ago. From my experience, and from reading the forums for many months, there are a few things to be prepared for. Some of them may happen to you, and some may not.
Common problems are lag, sudden reveals, transparent graphics, see-through walls, and some odd interactions of the various light and sight settings.
1. Lag: I have never experienced the lag problem, and that may be a deal breaker if it happens to you or someone in your group. There is no way to find out except by trying. I suspect memory/process hogs are multiple NPCs/monsters/mooks with vision (they don't need it as default), and possibly very large maps, and large player parties, requiring constant calculation of sight lines. Also, I never use explorer mode (see #6 below), because I lose control over what players can see. Any of these things may contribute to lag. As Keithcurtis says, we don't know what conditions cause it.
2. Sudden reveals: In each of three different games, I have a player who will start out a session just fine, and then 20 to 30 minutes in, suddenly be able to see the whole map better than I can, because they don't have to deal with the GM opacity that lets us see where lights and shadows are. They see everything. I have accepted this as the cost of doing business, and I put large filled rectangles on the token layer to cover things until the PCs enter the area. We used to play on dry-erase mats, so my players are fine with this old-fashioned method of covering the map. Most of them can't see it because the UDL works fine for them -- it's just those three problem players. FWIW, I think each of them is using an older computer with relatively low processing power, but I haven't done any deep investigation.
3. Transparent graphics: This is a problem with overlapping dim light, and only affects the GM. Players see tokens normally. I just live with it.
4. See-through walls: This is a result of a decision to make sight extend from the edges of a token rather than the center. It makes sense and is better than the alternative, but if a token edge slips over a line, the player can see to the other side. Don't use thin lines for dynamic lighting lines, and try to snap the dynamic lighting lines to grid where possible. When doing angled or complex shapes, use thick lines. Keep player tokens from extending beyond the grid square to minimize edge effects.
5. Odd interactions: Tinted lighting and tinted vision are not yet ready for prime time. They interact with each other, with themselves, and with darkvision, to produce odd, unpredictable shadows and coloring. To simulate tinted light, add a clear png token with a colored aura, or a semi-transparent png token in the color you want.
6. A word about simulating explorer mode: I like to control what players can see, and I really like dynamic lighting. I use it all the time. My workaround for explorer mode is similar to "light crumbs," but more controlled. I have two character sheets with invisible png tokens, one for "allsight" and one for "dimsight". More details are here, but this is the quick version. The token for "allsight" emits bright light out to 100 feet, has vision, and is controlled by all players; I drop it onto the map when and where I want the players to be able to see clearly. The token for "dimsight" has dark vision to 100 feet, and is controlled by all players. I drop it to allow players to "remember" where they have been without being able to see it clearly. Note that unlike explorer mode, it still allows the token layer to be seen, so I have to hide monsters on the GM layer. Use the bump API script to make them easily retrievable.
I hope this helps you get into UDL. It adds a lot to the gaming atmosphere in my opinion, even with the bugs.