So far, results is to render both Raw & Level of each pass and when multiplied together will produce the Result. Which also can be rendered directly.
I am using the deeX_Buffers_pass connected to the transform of a "dummy" cube to allow the rendering of the passes into an OpenEXR file at 32bit. Whilst using the DeeX_Mia_material to achieve the Mia_material look and using the script below to quickly swap all Mia_X materials to DeeX_Mia_materials.
As for the Z-depth, setting up a separate pass and attach the z-buffer puppet shader worked out better then using the built in Deex one apparently.
Lastly, by enabling these specific passes in the dummy cube attached to a "deex buffer writer" and following the tutorial written here Classroom, I get a perfect composite with all the control I need, and I get right back to the final result which is awesome. Minus the separate shadow pass which isn't available.