tweak the tiling of the marble floor (maybe its supposed to be like this, but it feels way to large and doesnt resonate well with the environment proportions)
decrease the SSAO and instead boost the baked one from lightmass (is disabled by default) it looks way more real and high quality
I like the basic seperation of you materials, but they all lack detail definition to tell you what that object is really made of (yeah, it somehow works of course for the black kitchen panels, but the overall distributed materials definitely lack definition)
Add microstructure with a nice roughness map, you dont necessarily need normal maps! Especially having subtle variation and scratches on the roughness for plastic can help a looot! Make it really barely noticable, but it adds to the overall realism. Even if you have stuff that is all new…small imperfections make it come alive.
Check some of your lightmap UVs or the objects resolution, there are definitely some small baking issues I can see
Yeah…that were the most obvious things that came to my mind. But hey…still a very good start!
Great work so far on your interior project! I cant wait to see the finish work. Be sure to keep us updated as you progress along in the development of your scene. Have a great day!