I don’t know that I’d say that. I don’t really use the builtin shaders, but the ones that I have seen, double the non-ambient calculation. I know that most people aren’t into writing their own shaders, but the lighting calculation doesn’t need to be doubled if you don’t want it to be.
That’s what I want too, but I’d like it done the way that it is done in my last code snippet. I mean, what about QUAD? Just because you can use DOUBLE doesn’t mean that taking it into consideration for ambient is the way to go. Why not multiply it by .25, use QUAD in all the builtin shaders, and then let us have really bright highlights?! 
This is arbitrary, the results don’t make sense because of the decision, and it doesn’t provide control for those of us who want it.
What I’ve been saying in this thread is that they don’t. .5 = 1 makes brains melt. :x
That sounds overcomplicated. Adding the addition to ShaderLab that I mentioned should solve the problem more cleanly. Most users don’t need to deal with this stuff, I’d wager.
I don’t see why not. I have no idea how Unity works internally, but from this point forward, Unity could make whatever check is necessary to find out if a game was built with an old version, and add the * .5 into the material settings for ambient light wherever necessary. New versions of Unity could ship with the Ambient setting not being halved, but the shaders would be updated. People can deal with whatever problems this would cause in their old custom shaders - an automatic fix option from UT would be nice, however.
Unity has changed things for the better several times before, requiring code updates. I believe in embracing the improvements, not obsolete, nonsensical stuff, just for the sake of backwards compatibility.
Strength of directional light = 1, and it’s white. No ambient light is involved. The shader uses DOUBLE or QUAD to allow for super-blown highlights. There is no way to adjust the diffuse and ambient settings to have different colors, and still have the highlights not be blown. That’s unintuitive to the user, and I call that a problem. (And as I am primarily a user of Unity iPhone, directional lights are important to me, due to the performance increase they allow.)
This reminds me of the issue with the audio volume control in Unity using a linear taper instead of an exponential one. Just because something is easy for the computer to deal with, doesn’t mean you should do it. Make the numbers make sense to human beings.