This is a sample set-up that uses light groups to render "classic" surfaces.
If you have surfaces that use nodes in your scene, you'd need to insert the Global Light Group Node right before connections go into the surface node.
Since it is global, changing that light group in any node will change it in all the others as well, making it easy to switch lights.
Unfortunately LW 9.6 as a bug when loading the Standard Material node from ASCII files (such as scenes or shaderMeister presets). This is a bug within the node and has been reported to NewTek.
This is the final image with all lights active:

TeasetFinal.png (605.56 KB. 640x480 - viewed 28 times.)
Only light #1:

TeasetLight01.png (510.99 KB. 640x480 - viewed 27 times.)
Only light #2:

TeasetLight02.png (139.29 KB. 640x480 - viewed 24 times.)
Only light #3:

TeasetLight03.png (144.16 KB. 640x480 - viewed 23 times.)
Only light #4:

TeasetLight04.png (103.46 KB. 640x480 - viewed 26 times.)
Only light #5:

TeasetLight05.png (327.53 KB. 640x480 - viewed 32 times.)
And the node graph:

LightGroupNodes.png (28.62 KB. 955x667 - viewed 30 times.)
As well as the preset (which will show an error when loading due to the bug mentioned above, but it works as expected):
LightGroups.zip (0.99 KB - downloaded 16 times.)
I've also found that the OK/Cancel buttons are in the wrong position in the selection panel

This will be fixed in the next update.
Cheers,
Mike