Regardless, the main issue for me is that the performance of the dynamic lighting system is beyond horrible. The more dynamic lighting points there are on the map, the worse the performance gets.
That’s what originally motivated me to post about the topic.
That being said, there’s no reason why movement obstacles should inherently block vision. They are two different concepts, and should be represented as different layers in the map, or different point sequences, or whatever method is used.
One could also argue the benefit of having different movement systems for different characters. Ghost characters would be able to go through most walls, but not “special” walls. Or a map might be created that has magic circles to block the movement of demons.
While we’re at it, there’s also justification for having distinct vision blocking layers for different types of characters. E.g. a super hero game where a character might have xray vision that can be toggled on and off.
There’s lots of ways the lighting and movement restriction systems can be made substantially more flexible for map creators without requiring a lot of extra work. Even if the extra layers I talk about here get added, the default could always remain as “block all light, and all movement”, with the more nuanced types being added to a map only when selected by the GM.