How do I model the secondary reflection coming from the inside of the back surface of glass? This is not a duplicate of the tricky glass shader question.1 The tricky glass shader does not handle the features of this scene.

I've been trying to render an image to match the glass in the original photograph and failing. I've tried materials based on using the "tricky glass" glass and transparency nodes as well as materials based on using the refraction and glossy nodes. I've tried using Fresnel input and light paths to control mixes. I can get close with some fairly complex shaders but none of them do the job.

Below is the original photograph
and a recent render
.

I am aware of the modeling and lighting differences and haven't added the dirt and smudge textures yet. Taking those into account, there is still room for improvement.

The two problems that I am concentrating on right now:

Why is the glass so dark compared to the lazy susan?

How do I model reflections coming from the inside of the back face of the glass?

I can't share the original blend file because of licensing restrictions, but I have stripped out the licensed bits and can share that blend file.
Don't use Clamping (especially with such a low value of 1). It prevents the lights from being simulated realistically in something as complex as glass. Turning on Caustics also helps.

Here are some render comparison:



To me, the glass material is unnecessarily complex, unless you have a good reason to use it (for dispersion, etc), I suggest you looking into the Principled Shader. With one shader, we can achieve even better caustics and faster renders.