I have rendered the part frames from 45-65 (on the 30fps timeline, note that your project is set up with 30fps and the output to 24fps)
I have set AA to none to get my results faster, and used the 3rd render-settings that you have set up, the “tubejpeg” as that was the only one with animation enabled for GI.
There is no flickering in my render, have a look [link below]. I have attached a jpeg sequence, as this was your settings, I do not recommend at all jpeg as render format, but you certainly have your reasons. The scene is pretty “high key”, and jpeg as a gamma based 8bit/c format is pretty thin when it comes to values above middle gray. Any color correction might suffer from that decision.
My suggestion, I would certainly switch off any “Generate Gi” for the two clamps that move out of the tube. Furthermore, I do not see a reason (?) to have refractive caustics on.
Perhaps the Support might have a different answer, especially as they have more render power to test things out.
I haven’t checked all parts of your scene, but most of them are more or less default, perhaps a different sample density might help (Patrick’s input).
By using the material luminance channel quite a lot, you take a severe part of the “illumination” TO the objects away. Again, everyone has his/her own ideas about scene set up, and I certainly think you have an idea why you work that way.
https://www.amazon.com/clouddrive/share?s=qKDYKu47QGEvwINMjFr_bw
P.S.: I as it is mostly in that tube, focus on that one, perhaps take it out from GI and illuminate it with an area light, if time is an issue. With all the Luminance information all over the place the amount of GI inside you scene seems of minor priority. Well, I might be wrong :o)