Sorry for the wall of text!
Thought they were all static, didnt see any shadows on the main character. Optimally you could get it to look good with Stationary DirectionalLight (with Dynamic shadow distance turned up to something like 4000, 2 cascades, on stationary), and Stationary Skylight, But its hard to do in practice. The reason i suggest those, reflection captures do not support dynamic light, and its clear you want really deep shadows in parts, which dynamic SkyLight doesnt do.
Note that you will want to set grass and other small clutter lightmap type to Volumetric lightmap (Less accuracy, but no cost to bake), and make sure the lightmaps are all green to light blue in the lightmap view. If your looking for the lightmap view, look into view mode (defaults to Lit), Optimization viewmodes, Lightmap density.
Also, put a lightmap importance volume around the playable area, stretching sideways a decent bit so it covers the camera and a little bit, but not far into the distance, say, 500UU or so. This will cut your bake times in more than half at a near nonexistant loss in quality.
If your looking on how to do reflections, just make the boxes/spheres kinda sorta fit the general geometry. Something like 1 box to cover the general shape of the reflected geometry, something like a single box covering an entire room, or a sphere capture covering a pond. They are impossible to get perfect no matter what you do, but they can look very convincing. Just dont coat the floor in them, More=Way worse in this case.
Edit: Dont forget to make the characters literally dimmer.