I think the sampling rate is not a direct parameter (like a literal number of samples taken for a light) - but rather a kind of importance priority. That's how I understand it, because Octane is theoretically unbiased...
What I mean is when there is the same value on all the lights it means they get equal attention when sampling. So it doesnt matter if it's 0.1, 1, 100, or 1000, as long as it's the same value across all the lights in the scene, they get sampled the same, so it should have absolutely no impact on render time, but rather at how quickly the noise gets evened out...
Say - you have a room scene with soft lighting, and a bright tv screen. Most probably the soft light coming from big area lights will not be noisy, because the samples get an even distribution. But the light from the TV will need special attention. With no sampling priority control it would end up noisy, because it is a "spiky" lights source compared to other area lights. This is where sampling rate comes in.
Am I right?
Anyway, as I said it shouldnt affect render time. So there's something else going on which makes the rendering slower.
From old days I did signal processing there was a thing with FPUs being MUCH slower when calculating denormal numbers (very small values, like 0.0001) which maybe is the same with GPU. Like having very dim lighting causing it to slow down.
B.