You probably just need a smaller light radius. Lighting requires patience and lots of lights. I mean, for every light source on your map, you might need 2-4 light actors to create the desired illumination. Simply because, having one large light with a large radius (more than 20 is pretty big imo) will light up a larger area, cause bloom on BSP if any other light hits that surface. Especially a flickering light in my experience, seems to go through walls a lot. I made these flickering basement lights in KF-Dreamhouse that could be seen lighting up the floor of half the map. In the end I had to use about 20 small lights seperated by small distances in order to light up only the desired area.
Also, the brighter your light, the more radius it seems to cover. Sounds to me like your solution is:
a) reduce the radius of the light
b) duplicate the light and place the duplicate in a spot a short distance away from your first light (I'm guessing above the desk?).
c) repeat if neccessary
Spot light would probably work in your case but I think you need to understand how to use lighting better in general.
Depending on the situation you can also do stuff like have a single bright light source with small radius, then the same colour but not as bright with a big radius, to provide some light to the edges of the room but having the BSP closest to the light source been the brightest.
Typically what I do on my current map is pretty basic. I just have a corona on my light source (light bulb/chandalier), that seems to give off some light around the bulb. Then I have the same coloured light with a radius of 10 placed about 64 units or so from the corona. That's not a great deal of light but I have several sources like this in each room/hallway.
If this sounds like disjointed rant its because I'm trying to give some general lighting advice. The rest is experimentation. But the key thing to remember is that Unreal engine does not do realistic lighting including shadows from a single light actor. You have to fake this by using lots of small light actors.