Your understanding is a decade or two out of date. Almost all the processing of light modelling in modern games is done on the GPU not the CPU.
If Frontier's problems ARE from trying to do it on the CPU, that's their own fault.
I used the term 'CPU' in the most generic sense possible. Of course most graphics processing is done on the GPU these days - it doesn't mean that accurate lighting modelling is any less intensive on a GPU.
The decision behind this is Frontier's trying to use in-house code rather than an industry standard game engine like almost every other game developer.
There's no such thing as an 'industry standard game engine'. Every game engine you know of was originally developed in-house by a specific games development studio, no different to Frontier.
Did you mean 'industry standard graphics development'? If so, then Frontier do this already by developing to Direct X standards.
This in-house code is what they tout as "COBRA", which no-one had heard of and was not mentioned on any of their games until 2013 when Frontier started talking up the company to sell shares to investors, at which point Frontier claimed it has had this wonderful COBRA engine technology -- since 1984!
Your understanding is about 23 years out of date. The COBRA engine is not just a graphics engine - it's also the procedural generation system that is use to create and model star systems, generate missions, etc... By that definition, it's been around since 1984 since the concept of procedural generation was made by David Braben when he first developed Elite in 1984.
That's how ED got stuck with mickey mouse code that can't do simple things that other games have being doing for years without any of these "difficult decisions" you speak of.
Oh look - another Frontier employee. Blimey! You guys are out in force today!
The COBRA lighting code breaks one way or another on every big ED update. Blinding white space stations, pitch-black space stations, no-light cockpits, flashing light level on planet surface, ship headlights shining through Thargoid structures etc. etc.
I've never once seen the problems you describe, and I've been playing for over a year. Congratulations - you've experienced some bugs. As I said earlier - name me a 3D graphics engine that doesn't have bugs.
Before anyone expects a fix to ED's inability to show light from only one sun, consider that in three years, Frontier have not even been able to get that one sun to do the absolute basics of lighting right, such as throwing the right colour.
https://i.imgur.com/p7QRzB9.png
We *know* Elite doesn't handle multiple light sources yet. What point are you trying to make with your screenshot?
We all know it's possible to render multiple light sources - Elite does it already with weapons and thrusters. The problem is rendering it system wide from multiple stars. It's all very well saying it should be able to cope with it. Maybe if there were only 3 or 4 stars it could manage it. But how's it going to manage with a system like this:

Do you think you will still get reasonable framerates in a system like that? Can you name a graphics engine that does?
Frontier have to balance performance with aesthetics. They could spend their time developing the most stunning looking engine ever made, but what good is it if it won't run well on most people's hardware? Also, where would the gameplay be?
Just because they haven't added multiple light sources yet, doesn't mean they never will. They've made the difficult decision to balance gameplay content with graphics that look 'good enough'.
What would you have done in their position?
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