you could always make your own frik_file-based exporter to export an rtlights file based upon your choice of map entities, although.
however, frik_file isn't generally allowed to write to the intended path, so you'd need some batch script to copy files around... :s
alternatively you should be able to send r_editlight stuffcmds from the server to create lights according to your own vision of how map entities should become rtlights.
yes, this all needs work.
undo levels:
you can get an undo level by using the save/reload commands.

in fte, csqc code can directly edit various static rtlights -
http://triptohell.info/moodles/csaddon/csaddon.dat is a gui editor for rtlights. I believe seven made some dp-specific alternative too, but I cannot say I've tried it.
I'd make an example mod to convert entities to rtlights in the csqc, but I'm too lazy - as you seem to consider dp only, it won't be useful to you anyway and you probably know dp's rtlight editing console commands better than me anyway.

edit: I spoke with lh. apparently dp's r_editlights command requires the user to point at them in order to edit all their properties, which means you cannot use stuffcmds from ssqc to generate your rtlights. you'll need to either make a fte+csqc mod (which uses the same .rtlights format), or frik_file with some sort of file-copy script (yuck).
Or you could make some external utility to read the fields and generate your rtlights file, which is the most straight forward choice...
Alternatively you can use TENEBRAE_GFX_DLIGHTS (this extension is the prefered choice if lights are attached to moving entities, but it of course works with non-moving ents too, but it is a little more limited in certain regards).
.