Thanks for the file, TJPaul.
A frustum is the pyramid shape in front of the camera. I was not certain what you do with the camera.
There are a few things in the scene that I have changed: (… this is of course your call, ignore the points that do not indicate to you)
A bump map value of 1800% in a product shot (or anywhere) is something I wouldn’t do. It is a fake and a very limited one. I have set up the same effect with Displacement using your texture.
I avoid Soft Shadows where ever I can, also here, those are just fakes, and not really shadows, it is an exploration of a scene while recording in certain distances if there is an object or not. The “shadow” is an interpolation among those recording dots. If you use it, set the Shadow-map to a higher value than 250x250. Again, it is never a good idea to save some render time and use soft-shadows, if the quality is critical.
The Environ-map setting can be seen as the main problem here, based on the bump map as a co-conspirator. Those maps use the Object origin to work, and they are fast, but if you use them on two objects that close, the reflections will look wrong.
I have set this up with a Sky object. Also here, since the objects are apart, the resulting reflection will be different of course. As long as you don’t bake [sic] the reflection into the texture, you will always get a different result for the next object.
A minor note, the central camera was not exactly in the middle. I got a file with just one bag in it, so the set up might vary with yours.
I have excluded reflection between the two. It could lead to infinity reflections in some small areas. I do not miss any reflections here.
Even if I sound like a broken record, I suggest working linear, (or at least with 16bit/channel material and render).
Here is a quick render
https://www.amazon.com/clouddrive/share/5dTebwbArp10npvm1OWfwugtZlMPOu5ciu72EuMIcm0
I have set you your file back. Without the textures, and since it was over 400MB, I can’t really share it here.
Switch the reflection off, and it is 100% symmetrical.
I hope that helps.
Cheers