Edit: Thanks to @Leander we figured out that's the right way to do what I'm trying to do is baking 'Combined' and replacing the base color with that. It gives the right results and doesn't seem to take longer to bake. I'll post a better answer once I've wrapped my head around all of it exactly.
I'm looking for some help on baking a lightmap. What am I doing wrong?
This is my baking result with a 2048x2018 texture (notice the harsh shadows on the cube and sphere, and the faceting on the sphere even though it's set to shade smooth):
My UV layout (all objects are merged into one, for simplicity):
UV layout (details of the sphere, to show that my faces aren't overlapping and are clearly separated by about 2 pixels):
And finally my settings, sampling is fairly low to reduce baking time, I don't mind having noise for testing purpose, the problem is the harsh shadows and the faceting. Don't suggest subdividing the sphere please, I'm just testing for another project, this scene would work fine in an Unreal 4 light-map bake so it should also work fine in Blender I think. Changing samples won't fix those 2 issues.