Well, different monitor need different settings. Those are probably a good starting point, but you could tweak them for your monitor.
All you really need to calibrate a monitor is a good selection of test patterns. You should adjust brightness and contrast using a greyscale pattern first, then color. Try googling how to set brightness/contrast with a pattern.
Here's what I do for color now, just a method that's been working well for me: You'll need good examples (in-game, or in a test pattern, it's best to confirm with both) of what's intended to be pure red, yellow, and white. First, adjust the red level so that red areas are nice and vibrant, but not over-saturated. Just set this to your own preference; you'll see that it's too much when you see red pixels bleeding a lot from where they're supposed to be. Once red itself is locked in, then look at yellow, which is only affected by red and green. Move your green level around until you have pure yellow. If green is too high, yellow will have a green tint, and if it's too low, it will have an orange tint. Once red and green are both correct, look at white, which is contains red, green, and blue. Again, move blue around you have pure white. Too much blue causes a "cool" blue tint, and too little causes a "warm" red/yellowish tint.
Since the HLSL effect will offset all of this, it's best to just do this while it's running to account for it. Luckily a lot of arcade games have patterns built into the test menu, or accessible with a dip switch. Street Fighter definitely does, and I think TMNT does too.
The other thing is that I'm thinking is that your clarity and scanline effects, etc., probably look a lot better in real life than in your pics. Try taking a higher res pic, or more of a close-up.