Can someone help out with a better approach for this model I've tried to recreate this light in Blender. Maybe someone has a better and smarter approach to model this light.
My approach:

Create a sphere
Create a icosphere (small graves)
Icosphere displace modifier and texture
Create a Particle System for main sphere with Icosphere as Render Object.
You could create a material that would be a mix between Voronoi (Distance to Edge mode) and Noise, with a bit of Emission in order to fake translucency:

Then add a particle system with a collection of gravels. To vary the amount of each gravel, use the Use Count option: