Yeah, you'll definately want to replace the point light with a light_spot, that way any models you insert will be more accurately lit too. As for the point_spotlight, you should first make sure the dynamic light is off as it's too resource taxing for a simple light (check the flags).
It also helps to have a small, faint light right next to the light source too, to cast a little radial light around there and avoid ugly darkness near the light source.
You want the beam to look like it matches with the coverage of the world lighting, so you should set the thickness up a bit and shorten the distance in it's properties. You'd want it to look something like this: