In MCPE 1.2 lighting is computed by the client. This already means significant reduction in network overhead due to light not being sent anymore. However, this can be used far more to servers' advantage than it currently is.
Server-sided lighting is needed for the following:
If your server doesn't use any of those things, you can safely ditch server-sided lighting. This offers the following benefits:
This issue is here as a self-reminder to implement this feature.
Can't wait :)
@dktapps Isn't it already an option? chunk-ticking.light-updates
No, that only controls chunk light repopulation on chunk load, nothing more.
I'm going to close this since all of the mentioned benefits can be achieved without disabling lighting.
Disabling lighting entirely is undesirable due to the number of things that depend on it. It's not possible to have everything working correctly if lighting is not populated (for example crops always dying/always growing in dark caves), so I don't think carving out this needed information is a good idea. It's not possible to find some "middle ground" lighting where everything works as expected without it.
To rebut the above listed points: