What is the process for applying a realistic texture over an emission object (ex a fluorescent lamp cover)? What is the correct node procedure to add in a realistic texture over top of an emission object (CYCLES)? Adding an emission shader makes an object completely uniform with no apparent depth to it, in which case we add a fresnel or layer weight.
So let's say I have a plane with an emission shader on it --
What I'm trying to do is take a texture like this

And apply it over top of that plane so that the emission comes through it and still provides light to the scene, and (ideally) takes into account the light and dark areas of the image rather than simply an even, uniform brightness throughout.
As a point of comparison, this is the kind of effect I'm getting now by simply using the image texture as an emissive plane -- note the lack of detail and texture in the lit signs.
Add a texture to control the strength as well.
So you would have a texture for the color and one different for strength.
To further control the strength you can add a math multiply node (or any other math operation you want) before the strength socket.
using the image from the reference:

For even more control you can add a Light path node and make it so that the camera doesn't see a brighter version of the emitter. Use Is Camera Ray, to control the mix between the visible emitter and the one that illuminates objects.

If you want the lights to flicker in animation just add keyframes to the multiply value or to the emission strength.