Hey Ian, just saw that! He uploaded that video just few minutes after I went offline, I was monitoring his channel just in case there was an update. Either this guy is telepathic or reads this forum...
I can confirm that my current results are almost identical. If I'll have some spare time tonight I'll start to post the first part of the patch. I discovered some other little things about how to interpret the "NdotL" product.
Also when you posted about the changing light in Scud when polygon normal was facing (perpendicular) the camera, I think you were right, the same effect, a bit more pronounced can be seen in Harley on the flat buildings' surface, during the first rolling demo. I think also that's the cause to some of the flickering light shading in Ocean Hunter, and in Scud during the first rolling demo: there's a moment when the car side glass' specular light flickers, before entering the tunnel (see Abe's videos).
I've tried to implement that effect without much success, however it can be dependent on the angle between the polygon normal and the camera plane, or an application of the sun light decay (???) in respect of the vertices distance from the camera.