I believe this is more or less a bug in GPULightmass’s adaptive sampler. Would you like to send me your scene (or a simplified version) for debugging?
Ray clamping is most useful when handling glossy/specular and other ‘spiky’ BRDFs. For lightmap baking the scene is pure Lambertian diffuse so it is currently not used. Still, I would try it to see its effectiveness :).