I did not read through the entire thread properly, but from the pieces I have read and put together, I don't see anything wrong in here. Bump maps fall into the group of maps, that should be loaded with 1.0 gamma - like with normal map. Some maps should be loaded with gamma 2.2, while others should be loaded with gamma 1.0. I agree it's a bit of mess, but it's not a mistake on Corona's side, nor on 3ds Max side. It's just a legacy mess that was always this way.
It's basically a difference if the input data is supposed to be displayed on monitor and read by human eye, or fed to a mathematical algorithm to be crunched. If it's data for the eye, like in case of diffuse map for example, it should be gamma 2.2. If it's data to be crunched by mathematical code, and used to create some other effect, like bump map, which is basically a height map, then the input data should be without gamma curve - therefore 1.0. The messy part in here is that sometimes is not completely clear which of the two categories given map falls into, such as reflection maps for example.... So you often stumble upon each texture painting/sculpting software doing it it's own way, and you have to figure it out by experimentation.