My first approach was that fixed shading doesn't automatically exclude lightning, so that doesn't take in consideration ph.LightEnabled() value. For what is saw the contrary is true.
So I tested fixed shading polys in both illuminated and self-illuminated cases. The values that I found seem to always work.
My only problem is how similar are in respect to the arcade counterpart. We know that sometime (L.A. M.) we have incorrect viewport sun light values and only in some scenes. Well, that will influence fixed shading when using ambient values.
We also know that some object in the same viewport has scaled down normals, the "x" component of which could give an erroneous value for fixed shading.
EDIT:
I forgot to say an important thing: every value I'm talking about is the "shade" one, that is the value that is later multiplied by the polygon color.