I agree. The light / shadow mapping looks better in FPSC X9 than X10 when increasing the lightmaptexsize and quality values.
Also I've been experimenting with lightsources in a room with a character walking around and noticed that you get nice dynamic soft shadows cast from them but only get to see the shadow if you are very close to the character. Also the shadow cast from them doesn't appear to be in relation to lights so you don't get shadows cast across a room from them or moving according to where light sources are placed.
I wouldn't have minded so much but in the X10 tech demo video the character shadow cast looks much better than what I've seen in game.
For example watch from 2:00 in this video:
http://www.youtube.com/watch?v=5BqbBPJmKws&feature=related
and from 1:04 in this video:
http://www.youtube.com/watch?v=YQ3VhbyPLbo
Now compare with the attached in game picture. It looks a lot better in the tech video than in reality.