I don't think there is out the box light halo or blob shadow support, but you should be able to implement those fairly easy in your game's code (or in the engine and PR it).
Postprocesses are supported, though not currently exposed to the editor. You can add them in code and should be able to implement custom ones. The currently available list of post-processes as far as I'm aware is: AutoExposure, Bloom, BloomHDR, Blur, ColorCorrection, FXAA2, FXAA3, GammaCorrection, GreyScale, Light2DBlur, Tonemap
You should be able to switch to DX11, but the build setup defaults to DX9 for Windows. I think @JoshEngebretson was actually talking about switching to DX11 by default.
I can't comment on physics, we haven't really used it for much.