On the subject of two organisations that I was thinking of adding, and require assistance in their creation:
1) MannCo. : From "Team Fortress 2", this megacorporation prides itself on pure Awesome (Cool and deadly, even if maybe or maybe not practical. Still is a bad idea to be on the business end of a MannCo. device). They have absorbed what remains of Aperture Science and Black Mesa and use them as Research and Development labs. They sell Australium and some Tiberium under the table…
…of course, therein lies the issue: what the heck could Australium do, that it's so boffo expensive to get, and has given MannCo. plenty of money? Maybe it's… I dunno… a hyper conductor that allows the usage of Spiral Energy or something? Or that sounds too damn crazy?
2) Ghostbusters International: they exist on The Line, they have corporate headquarters on New York, they have franchises everywhere, they specialise on encountering and capturing paranormal entities for a fee, and aside from the nuclear accelerators and the importance to know paranormal entity types, it's no different from working on a pest control company nowadays (and *they* have to deal with monstrosities like Rad-Scorpions…).
So, of course, there is the reason why Ghostbusters are still hired a lot and people don't spring for buying a laser that can vaporise a ghost when they have a problem. Obviously, a Ghostbuster has more experience with dealing with a ghost and can determine whether it's a ghost or a demon or some kid with telekinesis running amok. But maybe… dunno… maybe it's best for the "environment" of the haunted area to capture a ghost and then get rid of it on a controlled environment (if it's very evil and powerful) or contain it elsewhere (when it's… for the lack of a better term…. a "normal" haunting)?