Thanks for all the tips and input everyone. A couple of things about rendering speeds. There are only a few things that actually control affect the efficiency of rendering, so here is a list of what does or does not affect the rendering, in mr (vr does have light maps that affect the rasterizing process such as glossy reflections in light-cache, and light shadows in irr-map):
-Any pre-calculation of Indirect Illumination (ie: GI/FG), do not affect the rendering speed (the rasterizing process), assuming that this is pre-calculated and read from a cached file. It makes no difference if 50 or 500 Rays per FG point were calculated. This also applies to the Energy Photon settings in lights.
-Things that do affect rendering speed: materials (textures, reflections, refractions), shadow samples (point shadow vs. rectangle vs. ies), of course renderer sampling settings / filters / spacial contrast, and how many cores/buckets you can get
I found the major killer in my mr renderings as someone pointed out are the mrSkyPortals. Even with the mr_blackbody (this simply controls the kelvin color of the light), they are great lights with great shadows but big time killers.
I managed to get this 800 px image to render in mr at 9min15sec with unified sampling with a couple of tricks:
A work around that is somewhat of a trick is to pre-calc GI/FG with mrSkyPortals on, then turn them off when it actually comes down to rendering. Sure you don't get the direct illumination and shadows, but you still get the GI/FG color of the sky put into your scenes.
I also applied this trick to the rectangular phtotometric lights. When it came time to render, I turned them off and unhid a replacement geometry with an A&D glow applied. This cut down on the shadow samples completely and made the render much faster, still using the GI/FG from the original photometrics...very unconventional.
Overall, if I don't have moBlur or DOF in the render, I'll stay away from unified and stick to standard sampling.