I believe software Quake just uses efrags for everything so that might be relevant for some people.
numnodes + numleafs can't exceed 65536; there's another. ID Quake just assumes ~32k each, but you could have 60k nodes and 4k leafs (your BSP would be hellishly weird I'd expect, but it's possible and the format allows it).
Lightmap limits really assume that the lightmap size is always 128x128; bumping it to at least 256x256 can give better performance.
Still great to have for reference and useful for testing an engine with extended limits. Nice one.
