I did a lot of shots recently, and lots of them had artistic direction, but no one ever complained about sun reflections. If they do, you always have option to render in passes, and dim the sun in reflection pass selectively.
There needs to be some sort of balance. If you need to do some advanced fakes, then it's easier for you to have 20 knobs to control everything, but it makes it a lot harder for new, or even experienced user, to then orient in UI full of all the spinners and buttons, and it becomes as frustrating as Vray is.
I personally know a lot of people from different studios, and while they sure sometimes need to make adjustments that break physical accuracy based on the client feedback, it's very rarely tweaking breaking relation between light intensity and it's reflection, and if that very rare occasion comes, then the workflow you have described is in place. Most people do not do these things 30 times a day.
Mental Ray not having this, Vray not having this and Arnold not having this is a nice proof that there's not too many people needing such a deep fakery.
http://www.progressivefx.tv/work/jeep-renegade/http://www.progressivefx.tv/work/jeep-poem/Here are two ads we done for Jeep. Half of the shots were done by me, other half by my friend and colleague Martin. All cars and environments in car scenes are fully CG, and even though there were tons of client comments, not once we had to resort for such a deep fakery as you describe.
Of course i understand you do quite different work for quite different client, but i still do not believe you need to do such drastic fakes to get good looking results. Again... i think you should first try to adapt to physically based workflow... at least give it a shot... because you can not expect to apply all workflows you learned using your old engines to the new one... Brazil was completely based on fakes, it was basically scanline renderer on steroids... ;)