I had smilar problem with terran shader at Potrero.
There were lots of omnilights, but terrain was made of one big GMT file. I chopped it to 18 pieces and now it works.
There was omnilight support missing in two vegetation shaders, but it was fixed in 0.92a. Terran shader had working omnilight support for a long time. The only thing to keep in mind is that you can only have 4 omnilights per GMT file. This is why you had to cut your previous GMT file into two pieces.
I replaced all default shaders with dynamic tone mapping instead of unrestricted. Is that ok?
Absolutely. It's your choice what lighting model you want to use.
The only thing to keep in mind is that it should be used on entire scene.
So you either add some water, vegetation or other stuff to your track without changing lighting model, or you change lighting model, but then you replace all shaders n track, so entire track will have this lighting model.
Here's Talladega with tone mapping - you can see that my walls can also look dark, but it's perfectly fine, because track is using these shaders everywhere and things look consistent.
And you can watch me and my friend playing the same trick twice to get some nice photofinishes