The DL colors are completely different in the MSFS version, and they are how they are supposed to be.
The P3D version has a much lower number of DL, because must it take into account the fact that, while MSFS graphic engine use deferred rendering, so the performance impact is only related to the number of lights, the P3D engine use forward rendering, so the impact on performance is increased by the polygonal complexity of the objects in the scenery ( scenery, airplane, everything.. ), so we cannot use as many lights as we could (considering the airport size), which means we have fewer generic lights and carefully optimized local lights, and this has an effect on their variety, so we had to use some kind of generic middle ground color that would somewhat match the surrounding scenery as well, while in the MSFS version we could increase the number of light sources so much without affecting fps, that we could differentiate better their colors, and especially the nice contrast when lights of different temperature meet.