That depends on how it's done.
The current system looks really easy to just put in scripting. It consists of a series of "add light" functions, which are reset at the beginning of each frame during a mission. It wouldn't work as a persistent lights system (ie you couldn't control lights like you could cameras, without some extra code anyway).
But yeah, it actually looks really easy to implement if you just want to create point, tube, and directional lights, and a function to reset the lights yourself. I'd also need to add a simulation hook, but that's fine, I planned to add it at some point anyway. You can't use the On Frame hook because it occurs after objects have been rendered but before the light_reset call, and you can't use the object render hook because it executes right after the object renders (Although you can use the override hook. However, it would run for every object, and even though you could check to see if it was rendering the first time that frame and apply your lights then, I figure a simulation hook would be better. Lights will only apply to objects rendered after the lights have been created.)