This might change in future, but in Terragen 4.4 the path tracer clamps the intensities of samples at 30. It does this to prevent excessive noise. Some things can be sampled brighter than this (e.g. sun glow in atmosphere and specular highlights generating caustics), but in these cases the shaders have ways to spread out the energy to reduce the intensity of individual samples. The renderer can't do this with luminous surfaces, and their intensity will be clamped to 30 when sampled by the path tracer. To get the surfaces to produce more energy you need to make them larger; you need to increase their surface area.
The cache-based GI in the standard renderer doesn't do this clamping, but it's going to struggle with very bright tiny surfaces as well. The larger you can make them, the better.