Thanks Gary,
So far nothing makes consistent sense, so I went back to the empirical approach; trial and error that is. I'll try to write down what hope to have figured out in a day or so. But in case anyone else wants to try this, here is how I'm creating and editing the mipmapped textures. Although I could do it several ways for FSX, P3D seems quite fussy. For blend mode 2, start with a simple .bmp, perhaps an existing one and resize to 512 x 512 so there is plenty of room to work with. Open this in ImageTool.exe from the SDK and mipmap it. (Doing it with the PS plugin does not work for P3D.) Save as .dds so you can edit in Photoshop. Open the .dds in Photoshop with the image flipped and with the mipmaps. Edit as you wish, then flatten the image and just 'save', 'using existing mipmaps' and with the image flipped. Open this .dds in ImageTool and save as .bmp. There may be an easier way, but I know this works. Talk about frustration until I figured this out! I'll write more about editing, but for now since I have not found a consistent pattern so I can predict what will happen, I decided to approach things backwards. Since the visibility problem is especially bad at the extremes of distance, I painted mipmaps 8 and 9 pure white. (2^9 =512) I also set the alpha level in the effect file to 256.
(I've noticed several other lighthouse effects files that use multiple identical emitters, blend mode 2, with alpha levels one hundred or so. Based on how additive blending works (assuming it's the same as in Photoshop), I am not sure I see the logic in this. You can't get any whiter than pure white, 256, 256, 256.)
By loading this test .bmp in the sim, I can set scale= values in the .fx file that make the light look realistic at the far range of visibility. It turns out that I can now cut the scale values for a lighthouse effect from a common value of 14 meters down to 5 or 6 meters this way and yet now have a light that looks realistic at that distance. Now it's a matter of editing the remaining mipmaps. I've been surprised at what I've found. For sure it's a way to control the grossly oversized effect when up close. One question that remains is what does the scale value refer to? The SDK says it's the size of the 'particle' but does that mean the initial tile, that is, all 512 pixels of it, or only the non-black portion? So far neither answer seems to be working! (I've been measuring the size displayed in the sim by taking close up screen shots of the light effect used in a custom lighthouse model where I know the dimensions. By opening the clip in PS and using the 'custom measurement scale' I can read off the actual dimensions of the light effect in meters.)
Enough for the preliminaries! More later... if I solve this to my satisfaction.