The new Midday is a very close match to Substance Painter "cloud skies" recommended to be used with creating materials for Second Life, the object in-world looks very close to what it was intended if not identical in some cases.
The problem or bug is... that Midday Sky/Sun color may not fit in several scenes, as a matter of proof, I have not seen any sky using those colors in the most popular regions like the ones being promoted at the destination guide, they all use different tones.
The effect of EEP Sky (Blue Horizon / Blue Density) and Sun color, is way too strong on the overall scene... when as a user, my goal is to have that Midday light effect (for a day setting), with a different tone of Sky color as an example.
There has to be a way to render the sky color in a way that does not affect the light it casts that much (maybe just a small tint over the nice new Midday light/effect casted )... maybe separate color used for light/reflections which can be tinted and another just for the sky itself, rendered but ignored for light/shadow/ambiance purposes.... At the very least make it not so strongly tinted on metal materials (in fact on all materials, but most noticeable on shiny metals)...
If this is the spec... my 2 cents... to hell with the spec, maybe bend it a bit! SL is not a professional game studio, but at least until PBR, a quite fun environment, and 20 years after is still here! (This beginning of the PBR launch is not very much fun at all, way too many quirks)
This same strong EEP effect makes it really hard to setup scenes... its not desirable to have to choose between a blunt sky (somewhat ugly) with perfect lights or a personal choice nice sky with freaking strongly tinted materials specially in open sky scenes ... what is the middle ground?
More details @ Jira