I added some new shaders, optimized for Eevee, for some materials in the scene.
Also Important Note to All Eevee Artists with Light Leak Problems:
I discovered that Emitter Shaders (with high intensity values) cause light leaks, even though they don’t contribute to apparent lighting in Eevee!
I had transferred some of the spot lights models, including emitter shaders, from work with Cycles. When transferring to Eevee I substituted the emitters with spot lights (or area lights, depending) but left the emitter shaders intact in the model. That was the cause of light leaks and weird over-exposures (despite not actually producing shadows and other proper lighting effects)
After the corrections above, I was able to get the following renderings with the default exposure=1 and gamma=1, whereas up to now I had been adjusting to get the perceived light/dark balance.
(Emitters were doing serious damage)