Of primary concern is that your shader does not have a lightmap stage and lightmaps surpressed with nolightmap, so I'm assuming that your texture is really only being vertex lit which probably explains a great many things. You can't light something that doesn't have a lightmap in the first place. Double check your concrete texture as well and make sure it's actually lightmapped.
More Explanations:
You can use lightSubdivide and backSplash together. What surfacelight shaders do is generate light entities NxN units at the intensity specified. Larger surface space means more of these lights generated, resulting in a brighter overall light.
q3map_lightSubdivide controls the distribution of these generated point lights so you can scale them to be closer together though you will end up with longer light compile times. I've been meaning to fix an error in the shader manual, this does not "chop up polygons". Reminds self to fix.
q3map_backSplash controls the distance from the surface that the point lights are generated as well as controlling the percentage of light that is redirected back at the surface. Increasing both values slightly will probably do wonders.
q3map_tessSize (it's been renamed in q3map2 for consistency) does not do what you think it does. It only somewhat does what you're after because it's creating a finer array of vertexes for vertex lighting (no lightmap), but that's more of a side effect than anything else. tessSize literally chops up the surface into small squares and is generally used for water or other vertex deforming shaders to simulate deforming waves and ripples.
Read up:
http://www.robotrenegade.com/q3map2/doc ... l/ch3.html