As long as you're not dealing with shadows, enhancing your point light structures to cover spot lights would probably the better approach. It's just a few additional math ops, which GPUs are really good at. But as soon as shadows enter the arena, a separate pass would be better, I think. Point lights usually need a cube map or maybe a dual paraboloid maps, but it definitely differs from the plain and simple shadow handling of a spot light. You could reunite the both if you manage to put all shadow information on the same resource type, for example by unfolding your cubemaps manually, but I'm not sure if this gains you anything.
---------- Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.