Unity 5 - Intensity of baked point light is much more brighter than realtime point light

I’m using Unity 5 standard shader for all the objects, Forward Rendering Path and Gamma Color Space on Android Platform.

Based on the result, I think the difference between realtime/baked lighting is too large for artists to tune the lights for the scene.

Did I missed something that can make the difference smaller or this is actually a bug that Unity is working on it?

There are only 5 point lights in the scene and they are all set to Baked & Auto.
http://i.imgur.com/Ncp3sbh.jpg

In-editor game preview (realtime)
http://i.imgur.com/pHjRPVX.jpg

In-editor game preview (baked)
http://i.imgur.com/IqiJ7EB.jpg

Lighting setting

http://i.imgur.com/KptHj2q.jpg

I’m having this same issue. Did you ever find a solution?