So, as far as I understand, your concern is that when you turn glossy reflections on, you get the superbright highlights.
Here is a rendering of a non-glossy reflective sphere:

There don’t appear to be any too bright pixels.
Now, let’s move a bit closer:

Here you can just see what is causing your problem: there is a superbright group of 2x2 pixels (RGB values are about 60000) which is where the sun is reflected in the sphere. In fact, this superbright dot should have been in the first image as well, however the sphere is curved and the actual probability that a reflection ray hits the small sun directly, is quite low.
If we render a blowup of that region, this is what we get:

Now, if we make the material glossy, this bright dot will spread around and become bigger, while loosing some of its intensity - the more rough the surface is, the less bigger and bright the hilight will be:

In this image, the hilight has intensity only about 660, compared to 60000 for the mirror reflection. Again, this is because the bright area is bigger, and so its intensity must be reduced in order to achieve the same overall result.
If you start to increase the size of the sun, you can make it visible even in the first image. As the sun becomes bigger, it’s intensity in the reflection will decrease, so as to preserve the overall illumination. However, the hilight values will not change much, as they are already blurring the sun.
For example, here is an image where the sphere glossiness is 1.0, but the sun size multiplier is 20:

The intensity of sun in this image is only about 180, compared to thousands in the second image above.
I hope this makes things somewhat more clear.
There does appear to be some issue where the glossy hilight is somewhat (but not too much) brighter than expected with large sun sizes, and I will look at this, but it doesn’t change things in the principle.
Best regards,
Vlado