If there is noise when a light source is behind a glass, I would guess it's reflective caustics. You can completely exclude the glass material from GI calculations by using a rayswitch material (use the glass material for all slots except for GI - leave GI empty).
You can also have separate objects for the glowing light tubes - not casting any light into the scene (e.g. LightMtl with "emit light" off), and separate, simplified objects (e.g. lights) that would illuminate the scene.