On the Bakerloo line in TSW2, I noticed that based on the angle that your head is oriented, the light level goes up and down. This doesn't work when moving horizontally to an area of low to high light, but rather from looking up and down, regardless of what light sources are where. I had no idea this was a thing until now, and it's great!
Yes, all TSW releases have eye adaptation implemented to some degree, as it's a default Unreal Engine feature. A very good example for it is on Sherman Hill route, where sitting in the cab everything outside will look overly bright, but if you use the outside camera or put your head out the side window and look to the side, the brightness gradually comes back to normal. What TSW3 did, I suppose, was making eye adaptation better by using more realistic light values, so the built in eye adaptation feature works better.