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Check max lights in graphics options.
Also there are two lights, one is short range and weak, the other is long ranged and brighter.
You always had to leave VAB to evaluate their effect. While playing with colors and "Northern lights" illminations I actually built those during KSC "nights" and then also launching a bit up just to avoid launchpad lights messing things up. There was no other way to get proper impression (aside from some mod probably).
However like you; I don't remember this always being the case.
It may have changed in some recent update, or it's a mod?
Also you could make them weaker just moving the sliders to 0.6;0.6;0.6 for example. Those are RGB lights and can actually produce almost any RGB color. To make them brighter you would have to "hack" config files though. That's doable too and not even hard.
Some rare other parts may be made (modified) into light sources too
http://steamcommunity.com/sharedfiles/filedetails/?id=928829664
This antenna had small beacon initially so it still has light source properties hidden within cfg and model. But you need model which allows this. Just adding light modules to cfg file for other parts without built in light properties in model won't work. You can also change colors for your crew cabins illuminations and similar stuff - just like landing gear can be modified to give more light or in a different color.
Yeah, I assume he's just using the wide illuminator instead of the narrow spotlight.
http://steamcommunity.com/sharedfiles/filedetails/?id=554233379
Edit: November 2015
Another edit: ....but that's landing gear lights...not the spot lights.
i tested all the lights, i decided to post in the surface mounted stockalike lights post in the ksp forums. as i figured thats whos lights im using.