It’s normally trial and error, would be my guess. It really depends on what the mapper wants to do with the light. I do think that Black Mesa’s lights are fantastic though, it’s clear they’ve refined their lighting and the methods they used for them an awful lot. As a mapper working on my own BM Projects myself, I’ve hardly ever deviated from emulating their style of lighting, because it’s just so good.
For example, to make a lightpost which illuminates a large area, it is a lot better to have a medium brightness light with a high constant ratio and a set 50% and 0% falloff distance, than the alternative. What most mappers do is they normally just make the light from something like a lightpost into a really bright light to make it illuminate a large area. The problem with this - particularly with the default 100% quadratic ratio, is that it’s very very bright where the light originates from, and drops off very quickly - which can look unnatural depending on the light.
Playing around with the c:l:q ratio and the 50%/0% falloff gives you great control over how the light falls off and can go a long way to making lighting looking more natural when you need it to. Though 100% quadratic looks alright, more customized ratios can look a lot better depending on what the mapper’s looking for.
Hope this has helped!