Olli seems to have to deal daily with nightmare production cases: he can’t quite cheat it, the sizes are ginormous, people can see the dust specks.
I’d be twice my age if i had to do the same on a daily basis. 
Seems though the issue has nothing to do with the falloff itself but with glossiness values very close to 1 and a lowered Tail Falloff? So you recommend normally not touching the Tail Falloff at all?
What we see in the reflection RE is essentially a very low probability (per sample), but very high intensity (per sample), reflection of the sun disk.
The longer tail simply reduces the probability of finding the sun, and increases the screen coverage of the specular lobe, both compounding the amount of work needed to converge.
I’ll try and simplify the renderer logic below (please do not take it as exact, but as a guideline.):
A pixel color is the result of the average of the samples V-Ray took for it.
In our case, this reflection requires very high sampling because most samples will return very manageable values (when the sun isn’t hit, most of the backdrop is in the visible range.), but every now and then the sampler will find the sun disk, and that sits in the 1e06 range, which will of course throw off the average for the pixel, and instruct V-Ray that we have that very bright, very lone sample in the mix and should continue to look for it if possible (i.e. if we have Max AA subdivs available.).
As a mental excercise, say we have 50 samples that average to 0.03f and then one comes in at 150000.0f (we hit the sun disk!).
If we discarded the sample as “bad”, we’d get no sun reflection whatsoever, but to properly sample the reflection, we’d need 50 times the 50+1 samples to try and get 50 sun disk samples.
As we deal with statistics, it’s not even guaranteed that we’d get those fifty bright samples if we sampled fifty times more.
Enter IntelPGL, the MLT Solver for progressive caustics, and other such techniques to try and learn from a scene to then guide the engine, reducing the randomic nature of the searches that all path tracers perform.
They don’t specifically help here (beyond what other importance sampling is already at work on the dome and the shader.), but they do in a number of other cases where we have the low-probability, high-intensity scenarios.