If you're using Filmic for the color management, I'd suggest never going above .75 for an emissive material, otherwise you end up killing any sort of highlight and detailing.
As for how I tackle them, it depends on the era I'm targeting and the size of each panel. For large panels like those in the center of your sickbay, I try and avoid using a single color material, I often use gradients and UV map the mesh accordingly. For example here are the panels on Potemkin's ready room and the TNG observation lounge:
And here's the node setup for said observation lounge panels:
When I do use a single color, it's to emulate either studio floodlights such as
here or
here on the main dome, but keep in mind that one thing is the color the camera sees, and another is the color that's actually emitted and that interacts with the scene. That's necessary in order to mimic how things were sometimes lit on Trek using lights behind the camera which we obviously don't have, so the overall light was often very different from the color the ceiling was. Here's the node setup for the Cerberus bridge dome, you can see I'm showing the camera a nearly white emissive with 1.0 strength, but I'm actually illuminating the scene with a .75 emissive with a bluer color:
Finally as far as materials go, lights such as those you have above the beds often
had small grating patterns on them on set, so
I use a grated texture to emulate this look, thus avoiding it looking so homogeneous.
When I do use light objects (and I mostly don't), it's just to complement emissives on things like spotlights where shadows and bounces off the walls are more noticeable and important, or on highlights like the center light of a bridge. These are dim though (again, the emissive is already there).
For example here on the Victory bridge you can see the spotlights added below the emissive on the circumference of the bridge, these are set to 2.5w, while on the center light it's at 10w. Keep in mind having reflective materials on the LCARS means that if you use spotlights you
MUST set them to Multiple Importance OFF,
otherwise the light will appear as an object in the reflections.