Need help with RTGI/Reflections

Hello All, I have a couple of questions regarding some of the functions in UE4.

Lighting: I am using LPV (Dynamic GI) with an Emissive Material which is injecting light into the LPV from a rectangular mesh (Workbench)
). I am also using a Dynamic Light for the Shadows and overall directional Light in the scene as Emissive light does not cast any shadows. I need to mix the dynamic and emissive lights to output a set amount of Lumens, However in the emissive material the emissive intensity is set by a integer which does not correlate to lumen output. Is there any way to calculate how much light the emissive material is generating so I can factor that into how much the directional light should cast? I am guessing it depends on the size of the mesh the emissive material is applied to also.

Reflections: I am getting some bad reflection captures. You can see the reflection in the glass below, It captures any material with Metalness as pure white, and point lights are spherical shaped even if the source width and height have been adjusted to make them tube shaped. I have used a Box reflection capture actor which captured the scene more accurately, the only problem is that I have to sample the reflection capture for each actor and replace it, and it will not work realtime. Is there any other way to improve the reflections? And one other thing! My reflections are overwriting each other, Basically I will have a reflection capture with distance set to 3k (default) so it effects the entire scene (better than dark patches) but when I look into a reflective surface it is either a capture which is further away than the closest one or it is a blend of two captures which does not give realistic results. Any words of advice on how to set up the reflections would be much appreciated.