So for this article, I don't see mathematical proof that the negatives have been inverted accurately, regardless of method, even though I'm sure the results are great. I suspect it comes down to subjective impression.
Here's a video I found discussing monitor calibration:
https://www.youtube.com/watch?v=Qxt2HUz3Sv4
If I could fix everything, I'd make all image processing something like 64 bit linear RGB and keep the colorspace internal to the storage format and display, like a black box and not relevant to the user. So for example, no more HDR, and we'd always work with RGB in iOS instead of sRGB.
Loosely that would look like: each step of image processing would know the colorspace, so it would alert you if you multiplied sRGB twice, taking the onus off of the user and making it impossible to mess up. This would be like including the character encoding with each string. This sanity check should be included in video card drivers and game dev libraries.
If linear processing isn't accurate enough for this because our eyes are logarithmic, then something has gone terribly wrong. Perhaps 16 bit floating point 3 channel RGB should be standard. I suspect that objections to linearity get into audiophile territory so aren't objective.
For scanning color negatives, the brand of film would be mapped to a colorspace, the light source would have its own colorspace, the two would get multiplied together somehow, and the result would be stored in linear RGB. Inversion would be linear. Then the output linear RGB would get mapped to the display's sRGB or whatever.
My confusion is probably user error on my part, so if someone has a link for best practices around this stuff, I'd love to see it.