HSL has the angle discontinuity which is really annoying to deal with and sometimes even impossible to work around.
CIELAB should be fine in theory, but it's not what people actually use on their screens, so I've had some problems with it in practice.
CIECAM02 CIECAM16 seem to be new iterations. Maybe those are good now?
Basically, anyone that paints knows that the more colours are mixed, the more they tend to brown. Yet because of that misunderstanding in the 1960s in Caltech, in CS more colors = white.
Crazy stuff. A great example of technical debt in systems design where we have all this jazz like sRGB, HSL, HSV, etc, trying to reset that basic mistake in physics from 60 years ago.
When you mix paints your are subtracting from white. The primary colors are 45degrees around the color wheel, namely cyan, magenta, yellow. From those you can make alm other colors by subtracting various amounts of the above three colors from white.
Btw do you know what color model matches your eyes the most? It’s additive color mixing. Your eyes literally start by seeing black and as your eyes let in light the cones and rods that are focused around detecting red, green and blue are triggered in various amounts and you see color that way. You don't see color the same way color is formed from mixing paints. You don’t see cyan, magenta, yellow at all. You see in RGB.
So your painting example is really flawed. Subtractive color models are inly useful for paints.
There are two models of combination:
- subtractive, which applies to paint, since the more you mix in the more frequencies are absorbed
- additive, which applies to light, as mixing an extra light adds the frequencies in it
So additive, where more colour tends to white, is correct.