You have nothing for indirect lighting, so if you can't design around that, this would be more essential than most of your features.
Assuming static lighting is fine, the options are:
Diffuse: Lightmaps, and/or diffuse probes (which you need additionally for dynamic objects, or you use it for static env. too)
Specular: Reflection probes (cube maps at lower spatial frequency than diffuse probes, or manually placed), or nothing
After that, you could also support PBS materials if you want.
But to make a decision, you need to know how your world will look like first. So you know if a warped 2D grid of probes is fine (height map alike scenes), or if you need 3D grids (eventually sparse) for complex interior scenes.
Te generate probe data, you either need to find a way to use DCC tools (e.g. rendering cubemaps with blender, or lightmaps (or voxel colors in your case) with Magica Voxels), or you make your own path tracer.
So that's serious work. The alternative would be a non realistic artstyle and using just one global probe. Then you need to tone down importance of lighting, making the use of darker beside brighter areas harder.
In case you do not really know yet how your game will be, i'd ignore gfx for now and figure this out first.