Okay, now you have really confused me!
Personally I just use this method:
Framebuffer gamma: .454
Lens gamma (mia_photographic): 1
This way there is no gamma correction nodes involved with textures which dramatically cuts down on workload and also gets rid of those annoying error messages when rendering. I only have to add gamma correct nodes with swatches which is no big deal compared to the amount of textures in a scene. Also…David Johnson discovered that textures blend differently when using different methods and that framebuffer does work the best.
http://www.djx.com.au/blog/2008/10/06/linear-workflow-and-gamma-update/
This is my take on it and it works for me, however the best way is to not use any sort of gamma correction until post and render to 32bit. That’s the “true” way I guess.

