Talk it over with the architect/lighting engineer and let them make the call. For home spaced I’d expect interior lighting to be the driver, since you need to be there during dark, with sun & sky just being what they are. Don’t take my word for it, I’m not into real archviz. I’ve seen plenty of awesome archviz artists doing tutorials I would say was plain wrong from my background. You’re there to make it look beautiful, to sell the idea. You don’t have any control if the future owner of the space would use your decoration assets.
As a non archviz artist, my approach would be relatively close interior light assets using 1W (for Cycles) and control it via nodes (blackbody for color and IES/fixed value for strength). Look at realistic images (not tweaked for sale ones) of how bright indoor lighting appears compared to window size and how much (non sun) daylight they let in. Remodel the space and tune your indoor lighting assets to match and save out the asset and it should be good to go for any re-use.
But now you need to start thinking like a real photographer doing indoor spaces. Use fill flash? Do window pulls? We have better tools for this than real life. We can make the transparent shader for camera rays darker than for everything else, thus “dimming” the exterior which would often appear overexposed otherwise. Same as the photographer, don’t overdo it.
Similarly, check out professional cinematographer tutorials and how they think doing indoor light, faking everything along the way. Their intent is often beauty and exposure control, not ultrarealism realism - plausible is good enough. They’re also working with a media that don’t store all information, so exposure control is a tad more critical.
Instead of looking for a formula to do lighting all the time, instead set it up naturally first, and since that may end up looking like garbage, students should learn how to improve the bad situation. Maybe all you need is a flash in the middle of the room and lower the exposure? Maybe all you need is “gel up” the windows (with shader tricks)? I would assume there are differences to every project that forces you to think new.