I doubt it, but you're perfectly welcome to profile it by simply installing the mod and running the only Mission available, which is a giant fleet-on-fleet battle where you'll see maximum loads
The worst abuse of lights is the lights on the various thrusters, particularly fighters' engines; but here, at least, it's a negligible increase in load, when profiled; removing it speeds things up by less than 1% in max-load situations. I deliberately don't use a lot of lights on shots, shot-hit and firing light TTLs are very short, and beam lights are all capped at a TTL of 0.1 seconds to keep loads reasonable while fading somewhat gracefully, and generally, only large beams get beam lights, since that's a known concern.
So I doubt if that's it, tbh; the caps on total lights and the requirements to replace lights in terms of priority should be sufficient. I intend to replace the flare-lights on the fighters with perma-lights that are attached to the entities eventually, rather than new lighting events, and then manage them, but based on what you've said about the system, it's unclear to me how much, if any, CPU savings would be realized, so it's been a fairly low priority until I'm done with the next big build and have cleared my plate to play much more seriously with all things shader-related