Now that I have time for a proper post…
First of all, don’t use -super. It has been deprecated in favour of -samples. Give -samples 3 a try.
I would try to stay away from obscenely high lightmap resolutions if possible, due to the high amount of texture memory and performance loss. In a situation like this, you will probably gain from lightmap filtering rather than brute force lightmap scaling.
Lightmap scaling comes in handy when you have fine-line details that aren’t showing up in the lightmap - that’s not the case here, since I can clearly see the thinner texture alpha lines in the lightmap. The problem you have is the stair-step pattern appearing on diagonal shadow edges, caused by aliasing. That’s why I suggested anti-alias the lightmap using _filter.
On your pointlight entity, add _filter 1 to toggle lightmap filtering and optionally, _filterradius with a distance value in game units. _filterradius determines the radius within which lightmaps will get filtered.
As an example of how filtering can improve lightmap quality, see this thread:
http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20040311-6-027331.html?
Filtering was done on a shader level since this was a skylight experiment. Compiled with only -light -fast. Lightmap resolution was scaled up, but regardless, you can still see the stair-stepping pattern in the first screenshot. In the subsequent screenshots, you can see the difference that filtering makes.