I see what you're saying but 0.1 to 0.4 almost look identical. In your reference, the difference between 0.1 and 0.4 in terms of the angle is huge
Well they are not really identical, like in real life it depends on (a) the size of the light and (b) the distance to the subject (wall in this case) as you can see in the render I have attached.
I'm sorry, but that still doesn't make any sense...it's not linear? If there is a reasonable explanation for this, then good... but I'm yet to hear one?
If we assume directionality of 0 = 0° rotation (aka 180° of light direction, all directions)
and directionality of 1 = 90° rotation (aka 0° of direction, parallel)
Then shouldn't we presume for every increment of 0.1 it should change by 9°? (that is to say, the limit of light direction is changed by 9° on both sides)
Therefore a light directionality of .5 = 45° (aka half), .3 = 27° etc?
I might be out of my depth here, so happy to be corrected if there is something I'm missing.
You cannot calculate each individual 0.1 by 9 Degrees as the change is exponential, for example 0.65 Directionality is 0.35 x 180 = 63 Degrees. So in your example 0.5 = 90 Degrees, and 0.3 = 126 Degrees (attached example). Because of the nature of it being exponential you will see the greatest results between 0.5, 0.51, 0.52, 0.53 for fine tuning before you reach 0.65, try this in the interactive render to see what I mean.
edit:
Updated lighting ref image to include 1500mm from wall
edit2:
It would probably be a good idea for it to be linear, not sure exactly how you would achieve this to be honest.