Edit: Staring at it for a little bit, I really miss the bevel modifier…
The bevel modifier is still there in the list when you bring up the modifier stack, just set it to only bevel on edges of a certain sharpness.
For now I manually ran a 1.75 gamma correction on it post render time. It’s a step in the right direction overall.
You don’t need to do that, just turn ‘color management’ on, for additional brightness, set the indirect brightness to 2 or more and set the falloff range to a high enough value so it covers the whole scene.
Also, if you need large scale bumpmaps (not the small scale ones you have now), use displacement instead as the option to more accurately render them ‘full shading’ gives black dot errors, I also then recommend subdividing with the multiresolution modifier as it does everything subsurf does and seems to render a little bit faster (on my computer at least)
Also, if memory then is an issue you can lower the memory usage by selecting QBVH instead of SVBVH