Good Job!
You have some problems with surfaces because you do not have:
- Albedo correction system - is no big deal, but allow you ro reduce diffuse according to the color material and physics (do not watch magic math. sentence: diffuse+reflection=100%, is not true because exist Albedo which reduce power of reflected photons).
For example should be:
(10% reflection + 90% diffuse) minus albedo (0-40%)
it means for bright colors nothing change (almost) but for dark is big difference of course this should not go below zero value.
I can not show this Node because still I test it (it is full automatic: I do not touch diffuse also) but you can do it manually for bright colors nothing (so no changes) for very dark surfaces around 40% less diffuse.
- Multiply Refection - this is my the newest update. It is also nothing extraordinary and I use this for metal and glass surfaces. It allow me multiply reflection effect on surfaces without multiplying weak reflections. This you have missing in sink surface. there is dark because you did not multiply effect . This is common trick in V-ray also...and one of the best tricks surfaces ever

Also I do not show it because still I test it.
- limited reflection - this you have. For that surfaces as sink it is necessary (maximum 2-3 reflection recurse) because you will wait forever for rendering of this region.
Will show soon differences with and without effect.
btw
I got almost the same time as V-ray but light must be direct (Area lights, same as V-ray) but real deal comes in HiRes when Kray is really fast (at list 2000 pix). It is problem with GI sampling filter in Kray 2.x - then bigger resolution the faster render so time render for small resolutions (for example 800pix) is not real.