PS's Lum = R*0.30 + G*0.59 + B*0.11
HSB:Brightness = Max(R,G,B)
HSL:Lightness = (Max(R,G,B)+Min(R,G,B))/2
To get L in Lab, you have to convert RGB > XYZ > Lab. For just L, only Y is needed. However, to get Y, you need R, G, and B. So, RGB > Y > L. I think that's right. The weights are different depending on various things.
Something like that for the curious.
I just finished a plug-in and am putting it through some paces. So far, it seems to be doing extremely well for blasting colour cast and related things. Not sure how intuitive it will be for others, though. Few more touches and I'll let ya'll take a whack at it.
Also got a few other plugs up my sleave that could be helpful with these things.
Hopefully this weekend I'll have the time for another marathon and get things ready.