I am doing the same thing, sort of. I tested Aladdin for GBA and from the image-enhancment shader, I set target gamma to around 3.5 and saturation to 0.95 and it looks identical to the SNES. I know some game developers simply use the gamma settings to adjust for the GBA screen. Some of them plays around with contrast, shadow and highlight tools to brighten them, which is hard to match to the SNES original. I forgot what settings I have for Super Mario Bros 3, but when comparing the GBA and SNES with Photoshop, it is a simple gamma change, so it was simple. I think it was at 2.8 or 2.9 target gamma on the game. Super Mario Advance is difficult to work with a simple shader other than my GBA and NDS shaders that has its own color gamut mapping since the blue colors goes higher that makes their suit color correct than being darker in sRGB.
The best way to transfer the settings to Retroarch is to use most of those settings on image-enhancment shader, which has gamma, saturation, and other things. You could make .cgp or .slangp presets for these games to load the settings from image-enhancment. The luminance and brightness boost changes theblack and white values, but if the settings involve changing the shadow/highlight like HDR shader from reshade, then you or someone have to port HDR to .cg or .slang if using vulkan. Color-mangler does is the basis for my mentioned shaders, which does change the color matrix, but it’s best to have the color change after the gamma change.