Point lights can often leave a bright spot where they are located, it happens because the area around the light point is very bright, and pixel filter spreads it out a little. It's very evident when you have scattering turned on:
LuxBlend25 does have a new option in 0.9 to use a sphere primitive instead of an actual point light (the "use sphere") checkbox, so you can check if that is disabled. All in all though, point lights usually don't give very good results, they don't represent any light source you'd actually find in the real world. Some kind of area light (mesh light, etc) is almost always preferable.