I see.
Manuka uses Renderman compatible materials but I’m not sure how spectra are exposed.
The difference between exposing a ‘wavelength ramp’ and a wavelength value seems insignificant. I think I need to understand more about the evaluation of materials in order to contribute intelligently to the conversation, but having a wavelength ramp already gives you all the access that the ordinary wavelength value would if it was plugged into a RGB curves node.
Conceptually, dealing with wavelengths in shader nodes is identical to dealing with colours. At this (channel or wavelength), this is how light interacts with the surface. There’s nothing different that I can see that differs between existing materials and spectral ones. Plug a wavelength driven value into the diffuse colour slot and you have a spectral defined diffuse shader, that’s all there is to it.