What exactly is the error you are having on Linux - I don't quit follow, is it a compile error or a coding error you are running into?
Bug: rl3d upon creation spits this error out on Linux.
CODE
"warning: rl3D.output_specular[1] was not initialized correctly"
When someone creates your rl3D node it obviously cant have all the inputs connected on creation and this appears to be causing errors to be printed out to the terminal. I would suggest creating a check inside _validate to see if certain inputs are indeed connected to other nodes that contain data, if an input is unconnected it will usually return an input of the Class DD::Image::Black, that way you can skip all your processing and just pass through the image since it can't perform operations without certain inputs.
What exactly do you mean by accessing a knob by a gizmo, do you mean getting a knob that is from a node inside the gizmo itself? If thats the case I don't believe you can but don't take my word because I haven't tried it myself.
If your going to work with Nukes NDK I suggest you create yourself a small Iop node that is completely empty and does nothing more then copy the inputs row to the output. Use this node for testing ideas out and other coding related things, this way you don't have to work with big nodes while messing around with ideas. I labeled mine NFXCrash for a while now its just NFXTest.
I haven't messed with anything 3d yet so I can't comment on Scene.h but are you sure you understand the concept of the Class? You can always ask on the dev list if you have any questions, I'm sure Matt or Bill can help you out.
When I was talking about working up inputs->inputs it was just an example and isn't something I would recommend doing, it was just an example of trying to explain what you can do inside a tree.
Lastly what is your problem with Nuke creating two instances of your light node? If you can could you private message me or post the constructor code for the light node? I don't know why you are having this problem, it could be a bug with the LightOp class or your constructor for the node.