Thanks!
The wood floorboards were really a case where I wanted to convey the original feel, but making something a bit different. Specularity and bumps seem a bit exaggerated in the original scene.
Regarding the TV lighting: it's a point I mentioned in a previous post. The original lighting actually fakes what would have come from the TV, and it's really off. In particular, the lights and shadows atop the fridge are actually inconsistent in the original picture. Why? Because you can see a bright lighting and a sharp shadow on the fridge as if a light was coming at a 90 degrees angle from above, while the TV is actually located right above the fridge and should be projecting light straight ahead of itself. With a bit of experience in modelling scene, sometimes you realize that the limitations they had in the past made them do a lot of compromise regarding modeling and lighting. It's up to us to see when it makes sense to replicate the original, and when it doesn't.
Regarding rescaling: the final "test" when it comes to rescaling is when you play the scene in the game. Now that some modders have made a great job at making character models with much more balanced proportions, rescaled objects appear a lot better not only when compared to other features of a scene (such as a door frame), but when compared to the characters themselves. For instance, if I play with Kaldarasha's models in the original scene, I'm pretty sure the soda can would be nearly the size of a character's head. I'll double check when I test the scene in game, but a good point here is about making the characters evolve in a believable environment. By the way, the dimensions of the fridge are not absurdly big compared with the soda cans (I think the fridge is about 1.70 m in my scene). Also, I'd have to ask you exactly what you mean by "parity" - I'm a little confused. Do you mean matching the original picture, or to make objects at the same scale across different scenes, or something else entirely?