thanks for the detailed answer! thanks, as well, to chris and grant.
it's as chris said. vision and lights are coupled tightly together within this vision system. we also agree to a large degree that a vision system should be both flexible, yet simple. Our ideas of that duality will be found in Mote-X. Unfortunately, this is what we have to work with in Mote, since it inherited the MT vision system. Light is the base necessity to calculate vision components such as fog and visible area. without it, there is no processing. so, basically, in this system light = sight, and are not as separate entities as they should be, even if they are separately defined in the MT system. this makes it complicated when figuring out the "rules" that define a visual context, as described by all of your examples, and when someone wants to add something new to the system.
You say light stretches infinitely? I'm not sure when I say this, but isn't there a vision/light limiter? Or is that the trick where a user can box vision in by surrounding an area with hollow VBL?
Touching on your ideas, a filter probably won't perform well with this rendering system. I think a colored, transparent overlay is better suited, though it'd be an infinite one stretching over the infinite map the MT system employs. Not an issue really, but while we are suitably impressed with it, infinite maps will not likely find a home in Mote-X. Big maps, yes, infinite maps, no.
We agree about things being unintuitive. I guess it's to keep the element of surprise as much as possible. That thing you said about getting lost in blackness is one of the reasons we put the token bars in, to reset to a token with sight. Perhaps what we can do for now is to point out stuff or flash a reminder. Like when, for example, a token with vision if put on the map, we remind the GM to turn on FoW and/or set vision to Night, and the like.
As for the last idea (TrueVision, Magical Darkness), we're toying around with an idea for Mote right now that may be a solution. No promises yet, since it may very well bomb, but if we are right, and the idea is sound, then we'll have relatively flexible system in Mote for stuff like James' one way VBL, or your hierarchy of sights vs. blocks. The tricky part really, is working with the MT system. We have to tread lightly around the models for vision, light, and the map elements, else they'd break and in turn, break backward compatibility.