This is really fantastic and deserves more attention/notice. Coming from 3D game making, I'm very excited to see this. One thing I have hoped with the addition of shader effects is the ability to do "2.5D" games where everything other than particle effects would have normal maps. I've tried this with some high def realistic textures and normal maps made in Filter Forge and it looks really good.
I'm assuming if you added all your objects to a family, put dynamic lighting effect on that family, you could achieve this without having to set the vectors for each object?
It would be a cool enough effect to just have the light follow the camera while placing the center at the edge of the screen in whatever direction/angle the user was moving. Additional lights could be added by creating additional "center" objects that would really function as the lights' directionality. However, I'm not sure how you would account for multiple light sources on a single object. Some interpolation between light sources would have to impact the effect vectors.
Is there a way to add a "falloff" where if an object or part of an object is a certain distance from a light source it would grow progressively dark? Right now it appears that the light projects out into infinity in whatever direction it is pointing. Though I am just making a lot of guesses based on 30 minute of playing around.
Anyway, this is a huge step in the right direction!