Just make a big long plane

Yeah I think that using an omni directional is much better since it also renders a more realistic lighting - however to make things even more realistic, I would add a second omni NS ligh but of much lower lighting so as to give some lux to shadowed areas (they should receive more lux than as if it was pitch black in the room).
Roombounds and Portals - For the limitation of 4 directional light sources in a cell, there are tools to control which one will be ignored and which one will be lit by the rendering engine, as well as for any other object and light sources from one area to another. In the OP's case, http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers (or Roombouds) should be used (which would also allow for the second floor lighting to be blocked by the room's ceiling) : once you step out of a roombound, every object encompassed by it - having their pivot point in the room bound - would be culled and become invisible. The use of a portal for each room would allow to "connect the rendering" given any point of view from outside the roombound (e.g. through an open door via a hall or staicase connecting both rooms). However I haven't tried this yet, so on my part it's theoretical : I don't know if these "culling tools" also encompass light sources, but they should.