Hey Nic, thanks for reply...
I just Played around with the gain value of Black Body!
It seems my conclusion with not 32bit scalable Light Sources isn't right!!!!!1!
At a Gain of 1 BlackBody do nice (nearly) pure white Light Spheres (at 6500 & D65) in the untonemapped.exr!
Scaling it to 100 its totaly overbrighten, scaling it to 0.001 its so black as in the first Post tests!
It it possibly intersting to think about some new default values for Exporter Coders for Lights (BlackBody gain at 1)...
But now back to the main Problem... why does this Lamps couldn't bright up the room!
I did some new tests, and also get a very interesting answer for this!
Her a UNTONEMAPPED Picture (1885 mutations per pixel) :

Same Picture after Rainhard:
Now I moved the Camera down, so the Light spheres are out of the Scene:
Her a UNTONEMAPPED Picture (3300 mutations per pixel) :

Same Picture after Rainhard:
So Reinhard behave like your Eyes do, to complicated to explain in english for me,
but
>>Here<< a quick link to a example how HDR is used in "HL2: Lost Coast" it simulates the Human Eye reaction to bright light.
Back to to main question:
Why does the totally 1,1,1 white walls don't reflect the Light of the Spheres in the untonemapped picture?
Why is Tonemapping needed to raise the brightness of the walls?
This Black Body lights are done with a gain of 1.
BTW:
How acurated does Indigo Renders before calculating down to 32bit???
I know C4D renders in 96Bit Collor before down calculation...