For the other Modpacks I'd like to look at possibly implementing similar lighting changes to what Grizzly has done for recent versions of BPC. Whether that's even possible is something I'll have to experiment with.
This is perfectly possible: The lion's share of lighting changes is done by FSO 23 itself and the adjustments I made in lighting_profiles.tbl are basically the icing on the cake. You can copy over that table,
check the docuemtation, and work from there. Or just leave it as is! It works.
The key thing with BPC's lighting profile is that it had to work with FS2, AoA and WiH simultaneously. It'll probably work everywhere pretty well. But I do encourage you to hop into the F3 lab and try different lighting strengths, tonemappers, tonemapper settings, and exposures. FSPort and the like have a lot of PBR mapping (which the current lighting system is built around), and their backgrounds are a lot more consistent then some of the extreme ones in BP, so you have a lot more room to tweak without making some aspect look bad.
A small change I made in the mission files themselves was to change the ambient lighting by multiplying it with (one of the) sun(s) RGB values as defined in stars.tbl (or -str.tbm). This basically means that ambient lighting is slightly different from emissive lighting in look, which gave me a small extra avenue for tweaking.
A very important thing to remember is that from FSO 23 onwards, the nebulae and planets in the background themselves also cast light. This is an incredibly cool effect, but it can't be tweaked using the lighting profiles table: It's always there. The intensity of it can only be adjusted by adjusting all the other lighting settings relative to it. IMO, the more you can bring this aspect of the new lighting out in your profile, the better.
Just to re-iterate: You don't
have to do this. The BPC profile is pretty great! But I kinda want to see what you do with it.