Just to clarify, irradiance volumes (and other forms of GI added this release like lightmaps and reflection probes) are statically baked ahead of time, meaning they'll start showing incorrect lighting as you move objects and light sources around. They take time to bake (slowing down development iteration), and limit how much you can do with them / need careful usage and placement, but are widely supported, and give great results for very cheap runtime costs.
Lumen is a fully _dynamic_ GI system. No slow offline baking, and much more flexible (and therefore realistic) lighting, especially reflections. The downside is it's much, much slower (but still barely fast enough to be realtime 60fps), and requires a semi-recent graphics card that support hardware-accelerated raytracing.
As for whether meshlets or realtime dynamic GI is harder, well, I'd probably lean towards GI right now. I haven't yet started the (very complex) LOD building system for meshlets though, so maybe I'll change my mind in the future :)