I attached to images that shows the problem
There's no problem in your screenshot, that's how the runway lights are supposed to look like.
Of course I tried different settings in REX and DX10, but nothing seemed to work, but I read a topic over here that stated the lights for ORD are default and for LAX they are custom.
That's why, nothing you set can change them, because they are entirely independent by any FSX setting or 3rd party texture replacements.
Furthermore, the taxi ligths seem perfectly normal. I checked other airports from other developers, and most of them are good as well
They are not "good", they are *default*, so they are handled by the sim in a different way.
except KATL 2016 from imaginesim, which has the same problem.
They probably used custom lights too, with the same (correct), method as we use, to optimize lights to be clearly seen in their *supposed* usage scenario, which during the approach, where they MUST be way more prominent than the taxiway lights.
Since FSX doesn't support HDR (high dynamic range), there's no way we could simulate a light being more bright (you cannot go higher than 255 level on a pixel), so the only way to make them more visible than taxiway lights when it *matters* (during the approach), is make them larger and/or with a larger halo, and manually optimize mip-maps for the distance, in order to prevent them to go away.
The runway lights in all our latest sceneries (from KDFW onward) are all being made this way, so we can get rid entirely of default ground polygons (used by most developers), which use old code from FS8, and are slower. And, we can do custom things with lights, like intelligent PAPIs ( FAROS ) or THLs, etc.
So, there's no problem at all, and the scenery looks like as it's supposed to.
You can have SOME control over their appearance, especially in the distance, by being sure you have Anisotropic filtering at 16x enabled in the Video Card Control Panel, which will ensure maximum quality mip-mapping.