Welcome to our community!
I'm not 100% sure if I did understand your questions correctly.
Do you want to embed a scene view in a winforms application? Is that correct? I don't have experience with winforms, but I guess it's possible at least in theory to display the OpenGL context, but honestly, I don't think it's worth the hassle since it's not a supported feature (nor there's any intention of supporting it), so I expect quite a bit of hacking will be necessary, and you'll probably end up with a product that works and looks OK only on Windows.
If Turbo Badger isn't enough for your needs, I'd suggest using Qt on the C++ side, basically you just have to look how Atomic is doing the context creation and point it to a Qt "widget" instead, there are many tutorials on creating an OpenGL context on Qt you could use. In the worst case you could render to a texture and display in a Qt image.
GI is not available at the moment AFAIK. There's something called "Atomic Glow" in the works (coming very soon) that may be of your interest, it uv maps, calculates and bakes lighting/AO. For procedural generation it could be very useful. Naturally mesh generation isn't a problem and it even has a custom mesh component accessible from scripting languages.
Compiling works fine already, creating binaries you can ship isn't a problem at the moment. I'm not sure what you mean with "generate an atomic project" but Atomic outputs the distributable files, it doesn't work as a 'player' application where you ship your game files and the binary to run them.
I'm not sure if I've addressed all your points satisfactorily, please feel free to elaborate your questions if I got them wrong.