On another note, have you guys considered a second, additive lightmap where really bright lights wash out textures to pure white? It looks great in UT2003, and you can use the same mapping coords as the multiplicative lightmap.
Oh man how I wish Blitz took a little more advantage of hardware. My Geforce2 can do 3 textures in a pass, but Blitz will double your polygon count if you try more than two textures.