Well I ended up finding a balance between bump strength and filter blur. As the bump was quite finely detailed, it did make a huge difference. Setting it to 0.01 was massively increasing render time and affecting the light scatter too much almost giving a completely matte appearance. I ended up testing a small patch of the render to get the blur right first so that the bump in render looked like the bump map itself (not too sharp etc), then I adjusted the strength to suit so the physical properties and how it interacted with the scene lighting behaved the same as the physical product I had in my hand, by testing under the same lighting conditions. Admittedly, I've always just set everything to 0.01 until now and assumed I was getting the best possible appearance of the map and I won't be doing again