Practically all the problems described in the article (which BTW has a few factual inaccuracies regarding the technical details on the how and why of gamma) vanish if graphics operations are performed in a linear contact color space. The most robust choice would have been CIE1931 (aka XYZ1931).
Doing linear operations in CIE Lab also avoids the gamma problems (the L component is linear as well), however the chroma transformation between XYZ and the ab component of Lab is nonlinear. However from a image processing and manipulation point of view doing linear operations also on the ab components of Lab will actually yield the "expected" results.
The biggest drawback with contact color spaces is, that 8 bits of dynamic range are insufficient for the L channel; 10 bits is sufficient, but in general one wants at least 12 bits. In terms of 32 bits per pixel practical distribution is 12L 10a 10b. Unfortunately current GPUs experience a performance penality with this kind of alignment. So in practice one is going to use a 16 bits per channel format.
One must be aware that aside the linear XYZ and Lab color spaces, even if a contact color space is used images are often stored with a nonlinear mapping. For example DCI compliant digital cinema package video essence encoding is specified to be stored as CIE1931 XYZ with D65 whitepoint and a gamma=2.6 mapping applied, using 12 bits per channel.