Thank you ;)
I used BakedLightmaps for all levels - it precalculates indirect lighting in the editor so you have fast GI at runtime. It makes the environment less dynamic, but for most games that's not an issue. I also always used a sky (procedural Godot sky but HDRI skies work as well) even if it's not visible indoors. This creates a more realitic lighting in combination with the baked lighting. Then i added one or two Omni/Directional lights per scene. If you use GLES3 you can also change the Tonemapping to something other than Linaer...i used GLES2 so that was not available unfortunately.
For the gun i baked an ambient occlusion map in Blender..otherwise it would have looked a bit too flat without textures. Standard Godot materials support ambient occlusion maps.