The two techniques actually differ most in terms of what types of visual effects they allow for. The HDR method allows for things like very brightly illuminated objects to "glow" when the lighting model calculates that the "correct" output value for a pixel is a higher value than can be displayed (ie. is greater than 1.0). The Tron method allows for specific objects (or parts of objects) to glow regardless of lighting conditions, simply because an artist specified that they should (ie. the glow is an innate part of the object, not a result of illumination).
For the Tron-style glow, how much work would be required would depend entirely on how much stuff we wanted to have glow
Essentially, for any object that should have glowy-bits, you would need a new texture associated with the "standard" texture for that object. Basically, this would work the same way that a normal-map works; just an optional extra image file with the proper suffix on its name. That extra image would specify glow in the same way that the "standard" texture specifies diffuse reflections.
The work I did in the geoscape is actually a mish-mash of the two types; the earth itself glows using the HDR method (if you rotate the planet right, areas like ice caps or deserts will show a slight "bloom"), but the glowing borders for the nation overlay uses the Tron method, and the atmosphere uses some of each.
BTW, I'm not that familiar with the battlescape rendering system, but I don't think we should really need to add support for new meshes or brushes or anything; all we need to do is allow matterials to be associated with a glow-map the same way they currently get associated with a normal-map.