Ramifications for extremely out-of-whack scales?

After working in unity for a while, I realized that the scales of everything I have are way out of proportion from the typical 1m cube. For example, a door is now 100m in my game.
Are there any ramifications for this for lightbaking?
I know this will affect physics, but Im only concerned for lightbaking purposes.
It just seems lightbaking is taking a very long time for small scenes, and am wondering this has something to do with it.

I’ve adjusted the resolution of the light baking to 0.4 texels per unit, which is equivalent of 40 texels for a properly scaled scene WRT a 1m cube, which is what is recommended.

Thanks.

Your indirect resolution should be scaled down too. You should create a new Lightmap Parameters with the desired scale and assign it in the Scene tab of the Lighting window.

Ok, ive assigned an indirect resolution to 0.0001 which is the lowest possible value.