I suggest to count Light with "Type" = "Point" and "Render Mode" = "Not Important" separatly from other varians of Lights.
That's because Not Important Point Lights are extremely cheap and (if supported by shader) in Forward rendering that type of light is rendered in main (ForwardBase) pass in vertex mode w/o any extra overhead on drawcalls. If it's not supported by shader, that type of light is ignored.
See:
https://docs.unity3d.com/2017.4/Documentation/Manual/SL-UnityShaderVariables.html ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_4LightAtten0, unity_LightColor )
I think this type of lights can be good trade-off betwen light accuracy and performance and can be used in "Good" ranks.
This also can motivate avatar creators to use shaders that support all unity lighting features and can motivate shader creators to implement "Not Important" mode in their shaders.