Under Object/Cycles Settings with the light selected, you can turn on or off various visibilities for the light. I can’t remember how this works, but some work only for lamp lights (or not), whereas sometimes you have to control it using material nodes and light paths. Problem is, you’re making it visible or invisible to all objects, and we don’t have light lists/light exclusion system built in yet.
In some scenes I have bright spotlamps combined with a disc shaped emitter for the “glass”. Bright emitters cause really bad aliasing artifacts. I typically solve this problem by having one strength (1-2’ish) for camera and singular ray, and another strength for the rest (5-10, depending on light fixture and even more if accounting for reflectors). I’m using glow, but I don’t like the idea of having to fix problems with glow.
For other complex ceiling light fixtures, I’m using a real light tubes and reflectors visible to the camera and sharp reflections, whereas rougher glossy surfaces (and diffuse etc) will only see a much simpler area light.
In the end, I’m often rendering out different light groups/light types in passes for better coloring them in post when I just add the images together. The result tend to get cleaner faster too (say 30 ceiling spots, 10 tube fixtures, sun and daylight).
If you want blurry reflections on both speaker and floor, maybe you could fake it using an extremely dense noise bumpmap into a sharp glossy shader and still maintain some control over which is seen where using lightpath trick. Speaker = real rough glossiness (because it is more important object in the scene), floor = dense bump sharp glossiness (who cares :p).
Here is the light material I’m talking about. And, you can only do this trick to emission planes, not area lights afaik. The “blurry floor” is caused by 100000 scale in noise bump, reflection type is actually set to sharp: