Shouldn't the tonemapper output match the color depth of the framebuffer?

We could modify UE4 to grab a 10:10:10:2 back buffer. Even with a 10:10:10:2 back-buffer we still would need to map to the output colorspace (Gamma 2.2 for Apple products, sRGB for PC, or say Rec709 for HDTV, etc), and then apply some kind of temporal dithering to avoid quantization artifacts (aka banding) in the output (even with 10-bit/channel). Without the quantization this would be higher priority, but with the quantization there have been other issues with larger !/$ to fix in the engine which are getting all the attention.