Sorry I still don't understand what you're asking. With regards the GI gamma you can use whatever setting you want, for physically accurate then leave it at 1.0, but it's an artistic choice there.
I rendered the scene with and without DeGamma and the result is the desired output with correct (far better) light transport:
braun_ikea_no_degamma.jpg
braun_ikea_with_degamma.jpg
I'm not really able to see what the problem you're having is. The point of DeGamma is to get accurate and correct light transport on your display/final output, the manual explains this and how it works (pre-degamma the colors to linear color space, render, gamma correct to sRGB/monitor color space), the manual covers how and what Linear Color Workflow is and why you should use it, and what effect gamma correction has on the light in a scene.
braun_ikea_color_correction.jpg
If you apply just a color correction post effect modifying the gamma to 2.2 you can see that the result is similar in tonality (especially in this scene as there is little color and mostly just pure white light), the only difference really being in the washing out of the colors, which is the expected result without DeGammaing the colors manually beforehand.
Also if you're finding the changes in lighting surprising then once again it's important to understand that it's Linear Color
Workflow! Not just a simple post effect that you apply after the event to improve your render. The emphasis is on the "workflow" part, you should have DeGamma enabled from the beginning of creating your scenes and light with it enabled in order to get the best result, you may even wish to enabled it in your viewport by enabling Enhanced OpenGL and Post Effects in the viewport options, that way you get the benefit of being able to light and texture in a far more predictable manner than without Linear Color Workflow/DeGamma.
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