I am going to say wait, this is the very first experimental iteration, lots of optimization and experiments to go. It is also per face lighting, not per fragment or even per vertex. CPU is pretty heavy for dynamic lighting.
You can mix and match point lights and spot lights.
I think a possible end game is good, fast baked lighting for static 3DObjects, a minimum number of dynamic objects and lights and something cool will be possible, when we get there. No shadows / occlusion.
If you are interested in helping experiment go ahead and jump in, but again still in experimental mode and not all experiments work out!
webGPU also helps with baked lighting performance, due a C3 renderer change, but webGPU is not available for C3 export yet.