My compile parameters are the default ones, I tried yours and nothing changed. I have new information about the case though.
It it certain that the specific geometry of the trim is responsible for the light spots. Once I flatten it out they disappear from the respective wall. I also tried making the inwards curve of the trim outwards and the spots changed shape but were still there.
The spots originate from the light_environment's
direct brightness colour, as proven by this screenshot compiled with 0 bounces (brightness of light is bright green and shade colour is purple):
http://postimg.org/image/8uriwk9qv/I also drew an arrow where I think is a bit weird to have full shaded wall and full bright face right next to each other.
In the next screenshot I show the blocks that actually create the shade between the light spots, they are func_walls with Opaque(blocks light) flags. If I remove this flag, the light spots become a rectangle of light just as abnormal.
http://postimg.org/image/uebi0xhgr/So, it's established that they are created by the sky on top of the map, they're not bounced light from other faces and that the geometry of the trim on the wall is somehow causing this.
EDIT: This is what happens when I point the light vertically downwards (-90 pitch, it had a slight angle -100 before).
http://postimg.org/image/cyxs1o99l/I'm starting to think the compiler thinks the faces under the trim are falling under the skylight while the upper part doesn't. They are exactly on the same plane in hammer.