I'm troubleshooting a problem right now where two separate applications blend images together and the result is different. Both results have been shipped to clients for years and fixing it is more of "tidying things up."
But doing it right the first time or being aware helps things look right more often and can enable you to do more complex things without constantly having to tweak the results.
As I mentioned in the article, you can get away with working directly in sRGB in some cases (general image processing, non-photorealistic rendering), but in some other cases it's a must (physically accurate photorealistic rendering). But ignoring it will always produce wrong results. You actually might like those results, but the important point I was trying to get through was to be aware of these potential issues, and then you may ignore them at your own peril.
One thing the article misses is a process or checklist to discover your requirements for color spaces. Characterizing it as a gamma-only problem isn't entirely correct since we also have completely different models of color(e.g. LAB, HSV, YUV) that make tradeoffs for different applications. So, something like:
1. Input data: if it contains gamma data or specifies a color space use that, else assume linear sRGB.
2. Output device: is gamma correction done for you/can you access information about the device capabilities and lighting situation? This can inform viewing conditions. For example, if your smartphone has a light sensor this can be used to adjust gamma as well as backlighting to achieve a near-linear perceptual response. Most apps wouldn't consider doing this of course. If the output is a file or stream determine the most likely use cases and convert as necessary.
3. Internal processing. For each image or signal you process, determine its input color space, and the ideal color space to run it in. Then decide which approximation is an appropriate trade-off for your application(since many color space conversions are compute-intense), and implement conversions as necessary. For many situations, gamma-corrected sRGB is "good enough" hence its emphasis in the article.
Actually, no emulator does gamma-correct scaling, and when I've tried adding some in the past a lot of games looked quite different and much darker. So different that I don't think most players, who grew up on emus instead of the real thing, would actually accept it.
It was hard enough getting them to accept correct aspect ratios, since NES pixels weren't square either.
Since doing limited ranges on sRGB looks so weird (mainly, 16 is surprisingly bright for being black), some people gamma correct for 1.8 instead of 2.2... which is a hilarious value when you realize that is the gamma value for classic Macs.
I mean, I don't like running with the accurately rainbowy and scanliney composite cable mode filters myself, and I thought I cared.
To do this naively: Mathematically, 5 bit is 32 values. Multiply each value step by 8, and you get 0, 8 .. 256. Multiply each step by 7, and you get 0, 7 ... 224. Offset each step by 16, you get 16, 17 ... 240.
Also, some emulators do offer chroma subsampling effects just to make certain things look more accurate.
That said, yes, all my emulation days involved "incorrect" SNES rendering: 5 bit per channel SNES RGB, with each step being +32, with no NTSC adjustment.