I’ll try to answer some of your questions, from what I’ve learned. Of course this is not set in stone though.
should I lower or raise the “scale in lightmap” for all my renderers?
-If you raise it… it makes it higher resolution and will take more processing time. Of course you don’t want it at 0.0001 either. You can raise the entire scene’s lightmap resolution by changing the resolution (texels per unit) in the scene lighting tab. Of course reducing the baked from 50 to something lower might be good… but too low isn’t good either.
What does the “advance/default parameter” do?
The lightmap parameters? They’re good for assigning lightmap settings to multiple objects. They deal with certain things, mostly to affect the quality/resolution. You can make one and make all the settings lower, but you probably won’t need them except for terrains cuz they bake so slowly right now.
should I have both “Realtime GI” AND “Baked GI” both enabled or is it one OR the other.
Depends on your needs. I’d keep both on. You’ll have much better results if you do. Of course without baked you don’t have access to lighting from emissive objects (which have to be static & baked). Of course there is a realtime/baked option on the emissive shader setting itself but that’s only for changing the color/brightness in realtime. The object still has to be static & baked. I keep them both on. Realtime will allow indirect illumination from a rotating sun object/changing sky color/etc. Realtime doesn’t take much to process. Most people keep them both on.
Realtime resolution?
A value of 2/1 is suggested right now until lightmapping is fixed up a bit. It’s like the baked resolution, but much smaller so it can be realtime.
Alas Size?
The lightmap system plops all the UVs and lightmaps onto texture atlases for multiple reasons. Changing the size allows for higher quality resolutions on larger objects. You can’t put a 1000x1000 meter plane with high resolution on a 1024x1024 atlas, you need a larger texture to fit more details.
Reflection Resolution?
This is the default reflection used by the specular/metallic parts of the Standard shaders. If your sky is blue, it’ll shine a blueish color. This doesn’t affect lightmapping at all but simply how detailed the reflection needs to be. reflection probes override this reflection if you place one down. I’d keep that at default settings.
Bounces?
I can’t tell you exactly what it does ( a lot of people know I’m just not sure yet), but you don’t need it. It makes the reflection darker to me. Just leave it at 0.
When it comes to the lightmapping… it’s very slow. It’s almost unusable to honest… You may want to just wait on lightmapping for a bit.