I thought it was different styles of light, not their names...
It's a combination, Mephs: if they switch on and off together, they're one lightmap.
It may help if you think about what the lighting engine does during complilation to figure out how your textures will look when the map is played.
In
general..
1. For speed's sake, there is no actual lighting that's calculated during the map-play itself, with only a few exceptions (your flashlight, rocket flame as it travels along and, I think, the power-up light the alien slave does before it fires. Stuff like that). The various brightnesses of each brush (or texture leaf - just an educated guess there) from "fixed" lights are calculated during compilation.
2. As lights are turned on and off during map-play, those various precalculated texture brightnesses are rendered.
3. So, during compilation, each combination of brightness from the various on-or-off lights that fall on a brush is calculated to store for display during the play.
4. If a bunch of lights all have the same name, the lighting engine knows they will all be on at once, or off at once. It only has to calculate the brightness at a brush for that one bunch as on or off.
5. The lighting engine then calculates the various combinations of brightnesses for all the "bunches" of lights that may illuminate a brush. The map is capable of storing only a limited number of brightnesses for each brush.
6. It's apparent the lighting engine doesn't evaluate the switch logic to determine how lights are turned on and off, it just assumes each light with a different name
may be switched on or off independently and counts that toward the total (limited) number of ways a brush may be lit.
7. If you have a lot of lights with different names, whether they're switched on and off as a group, each light counts as a separate contribution to the total number of combinations allowed.