I see that you've turned off irradiance caching by setting ambinet accuracy to 0. That will certainly get rid of the artifacts that Accelerad can introduce by not being able to modify the special parameters, but it also requires that you use a substantially smaller limit weight value in order to account for multiple ambient bounces. Normally, limit weight should be about 1/(ambient divisions), but with ambient accuracy set to zero, you might want to use 1/(ambient divisions^2) or smaller, or you may want to make limit reflections negative to turn on Russian roulette. Unfortunately, all of these will result in longer rendering times, and may cause stack overflows because IES will not let you tune the -g parameter.
Alternately, you might try a large ambient accuracy value like 0.2.
I agree that and ambient divisions and ambient super samples are probably set to greater accuracy than you need. Unless you expect large variations in brightness across your scene, you can probably turn ambient super sampling off by setting it to zero.
Nathaniel