I used it to debug why model buffer bloom was way stonger and lighter than screencopy bloom.
It really helped tweak some other things in forward vs deferred, made sure the correct normals were passed.
There is also an ongoing issue where units under construction also drawn onto the diffuse buffer, but not with customunitshaders (so I had no control over it), and white/very light teamcolors cause heavy bloom on units under construction.
E.G.:

On this image, the building under construction is show along with the emittex.
The issue is as follows. I use the green channel of the emittex as a stencil buffer, and write it to 1 in the fragment shader for CUS. This is visible on the right.
The bloom uses the diffusetex, and emittex as sources, and the diffusetex is premultiplied with the green channel of emittex before looking for illumination thresholds for bloom. So logically, stuff that doesnt have the emittex green as 1 shouldnt contribute to bloom. Yet it does.
Edit: ok, as expected, it was my fault :)