While dynamic global illumination is something we'd love to have, unfortunately, there are a couple of reasons why we haven't been able to implement it:
- UE4's Light Propagation Volume system (currently) does not scale. It was built for human-scale environments, whereas Descent environments are many times that size (when we say our ships are ten meters across, we mean it!). As such, performance would be exponentially worse in DU than in, say, Unreal Tournament or Fortnite.
- UE4's LPV system also is (as stated by Epic) not ready for production. It's missing several features that make it look substantially worse than the pre-computed lighting we currently use.
If these can be resolved, it would definitely be worth another look. Alternatively, if Epic decides to go yet another route with global illumination (they've already tried and abandoned one approach), that would also be worthy of investigation.
As for the auto-map, it's definitely planned, but it will be some time before that will be implemented. There are several technical hurdles that we'd need to overcome to develop that system in a way we'd be happy with.
Even though I post in dev orange, that doesn't mean you should take my word as gospel. What I say is what I know at time of writing. Programming is, at all times, a learning experience. Things change.