I think you are over-thinking it!
What exactly are you trying to do? It is a 2D sprite based game? There is absolutely no way you will have performance problems. The more old school it is, the less you will have. Just don't render the whole level, do some frustum culling. Have a good map/level representation, sit down and code and you should see more than 200 FPS and dynamic 2D lighting.
But for a more scaleable solution, you should divide the level into chunks, like a 32x32 chunk of sprites. When you scroll create new chunks as needed and just cull on a chunk basis.
On the other hand, if you are incorporating sprites in a full 3D game, like for particles, the situation changes.