I only used "light" not "light_spot" if thats what you asked.
You should use those once in a while then. They are sometimes more usefull than just light entities. For example, in that last screenshot, the ceiling is pretty light for such a room. Dark area's often can make an area look more interesting, too, plus it focusses the player on the more important parts of an area, the lit parts.
Take out all the furniture and lighting fixtures and other things in your bedroom, what are you left with? A block with some doorways.
That counts for a lot of real-life rooms, yes. But we're mappers, and though for most maps we make it works well to give it a realistic feeling, that doesn't mean it has to limit you to cubic rooms only, or to setups that actually stress the cubic feeling of the room.
Like in Saco's last shot, everything is 90 degrees. The pipe and vent go in the same direction and are both straight lines. They strengthen the feeling that the room is very straight and simple. The boxes and such placed in the room do hide the cubic (and simple) feeling somewhat, but they don't hide their square feeling enough. A simple intend with some pipes (preferrably a few that bend and twist a bit, 45 or 30 degree parts or such) in it to give it a purpose can work out nicely. A trim might be good too, and a drainage pit somewhere in the room to break up that single flat surface...
The lighting doesn't a good job there, either - it's all equally lit, which only stresses the simpleness of it, it's not really interesting to look at.
So while I agree most real-life places are boxy and that in-game some area's should or can be boxy just as well, that doesn't mean they have to be, or have to look as simple as they are.
Ok, that was a lot of (negative?) comments, but I hope you'll be able to use it some way or another. Good luck.
EDIT: As for bedrooms:
clickeh