Hey,
Seems you got the wrong impression from the responses. Let me try to wrap this. Heads up - take the wit with some humor:
diagnosing in quotes?
Yes, as a doctor diagnosis an illness for a human being, not an artist a scene.
Don't take my word for it, The American Psychological Association
defines it as "the classification of individuals on the basis of a disease, disorder, abnormality, or set of characteristics." :)
Let's agree that "scene freezes unless converted", "scene freezes with legacy mtl" is a better description than a "memory leak". No dev-level vocabulary is needed.
If so, can you reproduce such setup in a clean scene? I mean setup that will eat all memory with few simple objects with simple materials. Can you? Because I can't.
I can, please don't make me :)
I decided to rerender old scene
Software evolves, including render engines, and we called it legacy for the reason to allocate all the resources for a newer, better material model. Backward compatibility can be a pita (not the bread, the abbreviation. Not sure if APA defines it :), and is actually a significant time consideration for any new feature. That is why we encourage to move to newer CoronaPhysicalMtl, so users can avoid issues, and we can troubleshoot it and know it is meaningful, not an edge case to support a legacy functionality/feature.
You can rerender the scene(s) with the version you created it with, it should render no problem.
For all the rest you wrote - I did ask support team to see, if there is anything to investigate and improve (in fact before your long reply). There are enough "solutions" provided for devs to even look at it - use default values, use newer material. I will try to confirm if it is actually the ray(s) getting stuck jumping from glass to mirror, each time consuming more data to calculate. Your description of it - being view angle dependent - hints towards it.
You know what else fixes your scene (bug_.max), keeping everything as you sent - "fixing" the geometry (no pun intended with quotes). It may be because how it was imported or modeled, maybe because of chamfer modifier (known to cause hell with version differences), but if you apply a vertex weld modifier with a threshold of say 0.2, it will render all fine. So something related to materials and/or model(s). The scene also has material-based medium resolving - this was introduced well after CoronaPhysicalMtl became the default. Not to say disabling it fixes memory consumption, but not sure if it is even meant to work with LegacyMtl in all cases, they have different shading models.
In short, general troubleshooting steps apply well here.
And yeah, thanks for being a long time Corona user!