I have completed the GUI stuff for the quality settings. It was fairly easy to add. And I have added the code so area lights can be suppressed. It is untested and there is a case where it won't work, but that will change soon when I start with the next part to finish the implementation of Ward BRDF.
I have also started to add the code to apply the count of glossy rays to use to the Ward BRDF implementation. It is not finished yet, I had a (I think) good idea I want to add. The number of rays to use should get smaller when the influence gets smaller. I never quite found a good rule for it, but because of the quality settings I now know, how to do it. As I have the current influence and the limit influence a ray can have before being blocked, I can calculate how many rays I can send. If I send more rays (meaning each has less influence) than that number each one will be blocked because of too low influence and all the calculations of the rays are wasted. So quite obviously with the information now available (before I couldn't access the minimum influence value) I can write down, how many rays to use depending on influence. The quality setting therefor will be just the upper limit of rays to use.