This is usually only a modeling problem, with the workaround "don't do that" or "adjust the light intensity for the scaled result." But freezing a point light makes its shader think its bounds should be much smaller, which creates undesirable artifacts.
One solution is to associate an affine transformation with each light, just like spheres. We'd end up with elliptical light sources as well as spherical, which actually isn't a terrible thing.
This is usually only a modeling problem, with the workaround "don't do that" or "adjust the light intensity for the scaled result." But freezing a point light makes its shader think its bounds should be much smaller, which creates undesirable artifacts.
One solution is to associate an affine transformation with each light, just like spheres. We'd end up with elliptical light sources as well as spherical, which actually isn't a terrible thing.