After more testing, distant light isn´t doing it for me for that extra reflective look together with PBR surfaces, using physical sky, and that as only light contribution, meaning actual light intensity is completely turned off, the light only serves as rotation controller, the rest is controlled with only the physical light.
Too slow to use for any practical use animation wise, stills barely acceptable.
Sample image, first image the GI and the colors from the surface of the planet is color bleeding on to the ship, the second image, same setup but with no planet active, thus it doesn´t get any bleed from the planet, only the physical sky for GI.
No matter how I try to adjust a distant light, I just can´t get the same reflectance, and using volume scatter will only add to illumination, not a proper surface reflectance.
Sorry for a bit noisy images, but I just can´t wait for the cleaners.
so...I think they actually have a point of using purely the sky texture, nishita model for lighting rather than using standard distant lights, I haven´t tried dpont nishita, since it used to halt my system.