I may be wrong but the metal needs to be less blurry and probably needs the same amount and rotation/angle of anisotropy (which will play a role in how the light is reflected on the surface).
Thinking of anisotropy, this is probably contributing to how 'smudgy' it looks. But the reflecting mirror material should be as close as possible to compare.
That said, BRDF models probably aren't the same for both renderers, so differences are to be expected. Again, you might want to try the Rayswitch mtl wrapper if you run out of patience.
Attaching two comparisons: metal gloss set to 0,7 and to 1 in both corona and fstorm. Ball gloss 0,5. Anisotropy off. Corona max intensity set to default 20. In Corona there are visible "reflection smudges" at 0.7 gloss but not at 1 gloss. While in fstorm no smudges at all.