Thanks for taking the post graciously! 
It works more or less the same regardless of sampler.
are you saying Max subdivs = max amount of AA?
Yes, exactly.
Max subdivs is the square root of the maximum number of camera rays to shoot.
So, for 8 subdivs, you’d be casting 64 camera rays (also called primary), and assuming you have the rest at defaults, 6 secondary (call them shading) rays as per the MSR, for each camera ray.
This is a guideline, as V-Ray will also obey a number of other conditions in order to decide how many rays to actually cast.
Ignoring secondary rays, as we won’t change MSR at all, and concentrating on primary rays, it’s apparent why a small change from 8 to 10 produces such a big change in rendertimes: rays went from 8x8 to 10x10, so from 64 to 100.
I don’t know or understand why there would be no adaptivity in effect?
Adaptivity will be free to decide where to sample more until it has primary rays to cast.
With a max of 64 rays, you’re forcing it to stop early, likely a lot earlier before any image part has converged to the 0.01 noise level you set.
Mine is a guess, however, as i have no access to your image, and most importantly to the vraySampleRate and vrayNoiseLevel render elements.
The first should have a lot of red and orange areas, that mean max AA has been reached for those pixels.
The second, that should ideally contain pixels only with the value you set for N.T., so 0.01 (hardly visible.), should instead show brighter parts.
If my analysis is right, the parts in red in the sampleRate RE and the visible pixels in the noiseLevel RE should correspond (more or less. some pixels may well have reached the 0.01 noise threshold.).
Consider the attached contact sheet, rendering a random crop (it was there when i opened the file.) of some evermotion interior scene:
In the top row, your original settings: 1-8, and a N.T. of 0.01, in the bottom row, the defaults for AA (1-24) and a slightly higher N.T. at 0.025.
The first renders in 103 seconds, the second in 110, so about equivalent (use as vague yardstick, my CPU wasn’t set up for benchmarking and may have declocked in either render.).
In order, you’ll find the untouched render, the sampleRate RE, the noise level RE for which i measured min, max and average value (this maps directly to the N.T. reached by the render.).
The next image is a mix between the samplerate Re and the noiselevel RE, showing the correlation.
Then come the denoised result (same settings for both, ofc.) and a measurement of the min, max and avg noise level across the pixels of the denoised image, as it has the nice side effect of showing the contrast edges the denoiser managed to preserve (so, more readable detail, better a denoising job, less readable detail, more blurry a denoising job.).
As i was saying, the top row shows those qualities i mentioned: the sampleRate RE is red in large areas, the noiselevel RE shows visible parts, and while some areas do reach values below the set N.T. (0.007 for min values), most of the rest is miles off the needed noise level, up to twenty times higher, and the image has an average noise level of 0.024, or 2.4 times higher than the one you set. It’s a sure sign of the AA sampler unable to do its job of converging the image.
This will also impact the denoiser job across the image: it will clean the uneventful pillows (they are bland with any metric: geometry, textures, lighting), it will eat into the detailed parts of the bricks (this is evident in the rightmost image of the set.)
The bottom render is -for an analogous rendertime- better under all considered aspects, it has uniform noise, as the sampler has been allowed to clean up the image to the set N.T., and this is verifiable by the noiseLevel RE’s measurements: no pixel is above the set N.T. as max and avg values are both below it.
As the sampling on the image has been done properly, the denoiser results will retain more detail, even if the
set noise threshold is higher, as the threshold has been reached everywhere.
tl;dr: it’s better to not second guess the sampler by lowering Max AA, but rather raise or lower N.T. as needed. Ideally, always rendering with a sampleRate and a noiseLevel RE for guidance.