Why, even if I change the camera film, do I get this unnatural, blueish hue to my white walls? (yes I know in real life the sky is blue, but white buildings are white when we look at them, not blue...)
Hi, Madcoo. It is because human eye/brain do a White Balance correction. Digital cameras also have a White Balance correction, but Octane hasn't. Son the physical blue sky is very presnt on white surfaces.
About the lack of realism, I think that your white surfaces would require, even very slight, a minimum of texture (roughcast). EDIT: There is some, but not enough visible, due to lack of bump probably.
I am currently encountering the same problem, because I am working on a very large and detailed city scene, and as I don't really know hom many textures I will need, and will be available, many buildings are not yet textured with real (I mean photo) textures.
Procedural textures can often be used, but they are not enough realistic in many cases.
Do not also forget the use of Bump or RGB Normal maps. Some of your stone walls look a bit flat imho. Also play with gamma on somme texture which look like washed-out.
Try also to use more specularity on your glasses (windows) Currently they look like diffuse with alpha instead of glossy with alpha and specularity.
Also make sure that the windows will reflect something : facing trees or cloudy sky instead of the empty sky of the daylight system.

In general, always give to glossy/specular materials like glass, car paints, water and chrome something to reflect. Otherwize you will get a poor effect.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.