You can also just change the lightmap scale of JUST the texturelights, keep in mind with a low scale a small strip of texture can be dozens of light sources. You can see this by changing your 3D view to the 3D lightmap grid, where basically every square here represents a light. Which is why getting a uniform glow strip effect can be quite costly compared to a few light entities just illuminating the area.
A smart way to adjust them easily is to assign them all to a custom visgroup, rather than fumbling around the map to change them manually.
I guess another broad tip is that you can have different lightmap scales depending on how far away/how detailed you need something. So a distant textlight could have a higher scale compared to something that will be level with a players sight.