One more, Reinhard with it's bleached look and milky blacks, very low values not to flatten too much (instead slightly under-exposed), then LUT+ contrast.
PBR materials work flawlessly, can't imagine why anyone would be nostalgic after the old fresnel (supposedly some people are), this saves so much of the handy-work, but most importantly,
not sure if people realize that, correct fresnel means the material will work in every angle and light situation. Previously I had to tweak specular level based on camera and light. Dull could become glossy and that made option of creating universal material library pointless.
As can be seen, post-production ramps up the contrast a lot, which is why it's important to follow the rules and keep albedo within correct range ( "artistic" [30-240] sRGB; "strict" [50-240] sRGB; I follow the strict method, my blackest black is 50 sRGB )
This sounds like a decent workflow!
One question about the black level in your albedo map. If you want to do let's say a black wood you would not go below 50 sRGB in your albedo map? And instead add contrast in post to compensate the washed out look? Is that how it works?
Another thing are you using simple or photographic exposure in your images?
Thanks!