Well hello there, and welcome back to the most magnificent of PnPs.
First things first: If you got the PDFs from the website, you should have the most recent version, which is 4.1. Any further changes can be found in the official errata on wiki-aventurica.
Anything else you find online is most likely more out of date than your version (Assuming German rules, since, well, German rulebooks :P).
Rules as written
Second and to answer your question: Welcome back to TDE/DSA, where everything has a rule for it except for the stuff you currently want to use. Albinism (Albino) and Fear of Light (Lichtscheu) do not have any rules associated with them apart from the ones in Wege der Helden. You can check for this by going to the wiki-aventurica page of whatever you are curious about (i.e. Albino), they should list all sources on it there. In this case, you can find "Aventurische Helden" which is out of date (4.0), and "Wege der Helden" which you are using, and nothing else.
Thus, how severely you are affected by this is mostly up to your group and your SL. For the players suffering under my iron fist, I would judge based on the amount of GP you gain from it, in this case 7 from Albino and 10 from Lichtscheu. 17 GP is quite a bit. For example, it is more than One-armed (Einarmig) (which completely bars you from certain talents), more than Bloodrage (which makes you useless for all things fighty when it triggers) and more than Wanted (Gesucht) III (which makes you dead). However, calling the cost of disadvantages balanced would be a hilarity, so the only thing we can take away from this is: 17 GP is not just fluff, it should be a noticeable disadvantage in daily life.
Personal Opinion, Interpretation and Rulings
Albinism
Interpretation: Albinism makes you take damage when a relevant part of your skin is subject to sunlight - how strong this light has to be depends on the amount of skin exposed. In direct, strong sunlight, you should not have any skin exposed to it if you want to prevent taking damage - in the most extreme cases (khom desert at midday) I would demand even a veil, usually a wide hat and a good layer of clothes including gloves and possibly a popped collar should be enough. When the sun is covered by clouds, normal clothes and a hat should do enough. Being any more exposed than that would always result in damage unless its a thunderstorm or inside.
Ruling: There is not daily limit in terms of damage as none is mentioned.
Fear of Light
Interpretation: Since Fear of Light brings more GP than albinism, I would interpret it a bit stronger. Since it is a psychological reaction and not a physical one, I would not allow clothes to lessen the effect. The ruletext to "Lichtempfindlich" implies that it is possible to completely block any contact with sunlight - its just really really difficult (and suspicious). However, Lichtempfindlich talks about a physical reaction to sunlight, not a psychological one. I would consider it impossible to block yourself from light so much that you dont even notice it subconciously anymore - and thus, the penalty would be given anytime you are outside when there is no strong rain (or night), with no regard to clothes etc.
Ruling: AT and PA Base values are neither attributes nor talents, and thus should not be affected by the disadvantage.
I hope this helps somewhat. If you have any more questions, feel free to ask! I can also recommend dsaforum.de as an additional resource with an active community.