The CRTs themselves don't usually need much more than white balance with a colorimeter. Depending on if you want to use Composite, SVideo, or Component YPbPr, you may also benefit from adjustments performed with an oscilloscope.
My additional inquiries into the colorspace of various Japanese formulas of P22/B22 color phosphors are important when emulating old games on modern equipment.
Having the exact RGB chromaticity coordinates would mean not only emulating the game hardware, but also emulating the differing color tones based on any given set of CRT phosphors.
All CRTs perform a colorspace conversion to conform to their own tube... but different tubes use different shades or red, green, blue so the results are different depending on the CRT used.
Being able to actively select from different color sets will be an important option going forward. I helped to some degree with the colorspace conversion options in the RetroTink4K but we don't have a lot of historically accurate documentation to base various options on.
So that's my quest... to create a situation where a user in the future can play a game with a choice in accurate color reproduction based on different CRT colorspaces.
Pictured below is the difference for "A Link To The Past" on a typical American PC monitor using sRGB color and D65 white, vs coordinates based on ARIB/MUSE HiVision color and D93 white that was used before SMPTE-C was largely adopted for High Definition monitors in Japan.
It's obvious, side-by-side, that the water is purple and the grass is yellow when using a monitor typical in America, which definitely doesn't look right.
Simulating the Japanese chromaticity coordinates and changing the white transforms the game into something that looks closer to what was likely the intended image.
Unfortunately these transformations have to be done with a UHD monitor because many of the Japanese color sets have colors well outside the sRGB/Rec709 colorspace and need to be done in Rec2020.