It's too strong, makes things too dark and isn't subtle.
"Ambient Occlusion is a sophisticated raytracing calculation which simulates soft global illumination by faking darkness perceived in corners and at mesh intersections, creases, and cracks, where light is diffused (usually) by accumulated dirt and dust. This has the effect of darkening cracks, corners and points of contact, which is why ambient occlusion is often referred to as a ?dirt shader?."
The first screenshot is without AO and 100% textures, which are not as crisp, clean and sharp as on Holodeck ("Recommended" setting).
I don't fully understand what you're trying to show. . .
Ambient Occlusion has not changed from Holodeck to Tribble. If there is a difference in AO, it is within your options.
The images you're showing, comparing Max settings to lower settings demonstrate a good number of changes. The most notable is NOT Ambient Occlusion, but simply a better lighting model, with shadows (on Max).
And seeing as you're showing different ships between the two, it's hard to see what you mean . . . ? Can you elaborate please?
Tribble and Holodeck are running different builds. There have been changes to the lighting code for Legacy of Romulus. There have also been alterations to textures across the board. I can't go into detail about that yet, but yes, they are different.
The lighting changes should not be drastic, and should only serve to improve lighting in certain instances. There may be some places we have to take a look at more closely.