apart from what @anon44211508 said i made some modifications to the light and reflections.
attached file in the link https://we.tl/t-zNXyO8EXh1
important changes in my own opinion is taht people don`t mix cycles and Eevee.
this image has AO increased so that it covers the inside glass (fake but it works)
and this image is made combining the eevee render with no AO and the Clycles render with only the AO set to a preaty low sample count 128. Create 2 scenes linked so that they share the same data and the second scene has a simple setup just for the AO mixed in the compositor and you get this in 28 seconds render on my rather slow machine, also i should have decreased the mix factor to not make the image overall darker.
Reflections on glass should be like the ones discussed here Realistic Glass in Eevee - #20 by eklein but for archviz exteriors some modifications should be made
- no half trace reflections
- no edge fade reflection
- add a reflection cubemap and set the cliping to not intersect the glass (adjust the cliping distance in the cubemap properties)
- indirect lightning cube map size set to 1024 or higher
- in my scene i dont use irradinace volumes because they dont work well yet, progress is being made monthly.
- since you are using Revit and exporting FBX (just a wild guess because off everything has a base point parented), your glass has a double thickness to it so seting up the glass as in my screenshot and giving at most 0.1 reflection depth goes a long way. Also i mixed your HDRi with a background of a collor i picked from your hrdi`s sky in order to filter out the reflections (as you may have noticed eevee and hdri reflection look magnified and blurry in glass so i filtered them out.


