I don’t quite follow your reasoning behind using unitless, since as long as Inverse Square Falloff is enabled, the output is identical, it’s just expressed as a different unit… or lack there of for unitless.
Planar Reflections don’t look like they use Pre-Exposure. They work correctly for me in extremely bright scenes with physical units without Pre-Exposure, but get blown out once it’s enabled.
Broken local lights/legacy emissives due to exposure levels - I’m assuming this is saying you can’t see a light because the exposure/relative luminance is too high? Well then that’s to be expected. Take a flashlight outside in the direct sun and tell me if you see it
If you want to see emissives at all times, regardless of auto-exposure, then divide your final emissive output by the EyeAdaptation node and it will maintain a consistent luminance.
The Exponential Height Fog issue is identical to the above one. By default, the luminance of the fog is super low, so you need to change the color value to something much higher.