Thank you for your comment!
When using the default sky texture, which includes sunlight, setting the add-on's EV compensation value to 9–10EV can reproduce typical real-world lux levels.
Since light changes relatively, the ratio of external shadows, internal shadows, and artificial lighting becomes crucial in CG. The relationship between the sun and the sky varies significantly by region and cloud/atmospheric conditions, so there is no absolute value. Therefore, you must measure and reference the illuminance value or EV value for your desired time of day and location.
I work in the architecture field and I love the idea of getting accurate measurements from my 3d models inside blender. I am specially excited about the lux measuring tools as I have real-world problems that could be solved using them. However I'd love to see a convenient way to convert the default sky texture EV values into lux (as I understand this could already be achieved) as combined with the sun position add-on could be a powerful combination for daylight analysis.
Thank you for you amazing work!