First off, you are comparing the sixth version of Minecraft's lighting engine (with smooth lighting on, to boot) with the second or third version of Blockade Runner's. Secondly, the Minecraft example is dealing with a point source of light with limited throw compared to Blockade Runner's uniform directional light source with no shadows or distance-based reduction. Third, you can use the existing "Flashlight" lighting mode to be able to distinguish between near and far objects by looking at them.
I see the sentiment of "should be very high on the to-do-list" applied to every which feature with similar rationales; that is why we've had feature prioritization polls, and lighting/shadows traditionally hasn't been prioritized (in aggregate by you, the community) over other, more gameplay-focused elements.
To compare Blockade Runner's current state with Minecraft's current state is disingenuous at best, if you are aware of the game's state of development; ignorant at worst if you are not and expect them to be similar.