Okay, so I officially got confused (which is most likely also due to actually working on something at around 5am).
So, my objects in scene (I call them "entities") stored in a scene-graph like way have a transformation matrix (aka world matrix - W). Now, whenever I pick some object, I want to allow to do the translation/rotation/scale either in default basis (Euclidean space axes), or local basis (basically Euclidean space axes transformed with rotational part of world matrix - let's call it L') ... e.g. not unlike 'Global' and 'Local' space in Unity.
I also know the transformation matrix - T - with which I want to transform the object. So the only remaining question is, how to calculate new world matrix for global and local - W'?
One of them is going to be W' = T * W (which I believe should be the local one) ... and the global one should therefore be W' = (inverse(L') * T) * W
Am I approaching this properly?