I have.
I usually shoot HDR interiors by blending 3 bracketed images {-2,0,+2} corrected to initially have the same exposure as the least exposed shot, i.e. a very dark image. I then open it into PS and apply a lift curve, a contrast curve, and some local arrangements when needed.
The initial image is obtained in 16-bit and Adobe RGB with 2.2 gamma using
Zero Noise. That image needs to be very robust because shadows will be strongly lifted for tone mapping.
In 16-bit, these images are incredibly robust (I managed to lift
here one of them by +12 EV, see Fig. 11, and there was no posterization. Not even a 16-bit linear DNG would have resisted such an overexposure, see Fig. 12). The trick for that is that both exposure correction and 2.2 gamma are applied at the same time, in just one high precission floating point operation, then rounded to 16-bit integer (BTW real 16-bit, not 15-bit like in Adobe software), so it's impossible to have a richer image for that degree of exposure.
On the contrary in 8-bit, the resulting image shows clear posterization in the shadows after the tone mapping process in PS. These images are almost noise free thanks to the optimum bracketed blending, so shadow posterization becomes easily visible on a low bitdepth:
Sample scene:

16-bit vs 8-bit postprocessing (posterization in the wooden table left and chair back when initial image was 8-bit):

For those interested in looking at the curves applied:
capas.tif.
I know it's quite a extreme postprocessing, but just an example that I REALLY NEED 16 BIT for my interiors workflow.
BR
HDR.
Yes I know it, floating point not integers (16 bit)!
After the tonal compression you can go for 8 bit. That is what I do, but the same is true for any researcher I know (Reinhard, Fattal, Drago, Ward,Tumblin,.... and so on),
But just to avoid confusion: 8 vs 16 bit is the image bit depth. Depending on algorithms the internal computations may be done with different numeric precision.
Just to give some example:
- going to CIE_Lab or CIE_XYZ for white balance is well performed using floating point (I use double precision!).
- transformations between color gamuts is internally performed in double (you have to go to/from XYZ or Lab, the PCS)
Jacopo