Light 2D needs inner fall off as well.

Light 2D desperately needs inner fall off as well. Without this, spot light looking lights will always have very very sharp starting point, and it looks incredibly unrealistic. We have outer fall off so why not have inner one as well?

I agree. Spot light is, well, I can understand, besides we can use sprite cookies. But other light types behave the same way a spot light does. In my opinion, freeform type shouldn’t have a bright spot in its center. It looks like spot type but with custom bounds, what the point? It’s even more obvious when you work with normal maps. When your character walks around a freeform light you will observe a nasty bright spot in the middle. I use freeforms to imitate sky and it feels unsatisfactory.

We need a global illumination with orthographic direct lights. Urgently.

I switched to sprite Light2Ds because I couldn’t get point Light2Ds to look the way I wanted, in large measure because of what you described. And also I needed to fade my lights entirely in and out, which was causing notable banding issues.