First off, it's photography that's recreated, so a lumens to light value would help marginally at best, because photography loses a lot of light, depending on the camera (the sensor, to be exact), the lens, iso settings (and maybe exposure, which is an additional setting in some cameras), aperture, actual light situation and where it's set up.
The exposure in Renderers is the overall setting like the ISO in a real camera. With some 100 iso you would get something like picture 1, except that even a weak neon light would contribute more to the light situation (not that much, though). And that's all, with exposure you change the way how the camera interprets the power of the light sources, but don't change 'em. If you have several of them and you want to keep the relative proportion of the different light sources it's better to change exposure. But you could and would get the same result with changing all light sources. With something like ISO 800 you would get something like pic 3 (maybe that would be less dark), with 1600 iso pic 2 (which is overblown). It's the overall setting you usually don't need to change because you build up your lighting with light source after light source. (In some apps it's a post-effect, so you can change the exposure after the render. You could do in photoshop (almost) as well).
Secand, Falcon doesn't like the legacy lights, so everything else than HDRI or an Area light does help you the least ( . And it's even worse: The neon light here (which would give a real picture a green color, by the way) seems to be an emissive light, which doesn't really contribute to the lighting of the scene at all. In other apps you could change the mesh itself to a light, but here you can't. You can cheat with an area light in the right position (not visible, of course). If you already did that, it need's to be stronger, because it looks like only an emissive light to me. So you use the area light and the emissive channel of the material at the same time.
The rest ... How would you photograph such a scene in reality? You probably would set up another light source (with the in-built flash it would look horrible, though), so you get more light into your scene. That's what's needed with a real camera, even for something like pic 2, where an additional light would make the whole image a bit more balanced. All those beautiful images we see on a daily basis, be that a professional advertisements or art, as well as movies have such additional light sources which make the picture in reality less realistic. But our eyes are accustomed to this kind of photography / filming, and if those wrong lights aren't there, it looks amateurish to us. It's the way we're trained to see pictures.
In this case, if you changed the neon light into a real light, you absolutely need some front light, because otherwise the back of the character would be more in the shadow. You could set up a bit are light (or have a white wall that reflect light, but that's maybe not strong enough, and ideally you would model everything that's not seen as well ... see below).
You could also use the scene like a stage and light it with an inside hdri of a bathroom which, provided you got a fitting one, would give you the most realistic render. Because in that bathroom there are in reality a lot of other things, like a tub that somehow influence all the reflections. There are many differences in hue, saturation, shadow and whatnot through all those unseen objects.
Whatever you do, those additional light sources are not natural, so should be used subtle, till you get the result you want.
For the window ... well, if you have a closed room, you could use a hdri, if you use an open stage, an area light would be enough, especially as what we see is anyway overlit.
With lighing you can't go wrong if you do more or less the same as you would do with a real photograph if you had an unlimited budget for flashes and reflectors (oh, well, you can chaet a bit more in 3d), and the best tip is in the end to get a book or two about lighting in photography. But even then it's not that easy, and at least I struggle all the time to find that small window between realism, fastness, 3d-ish look and what I actually had in mind.