Good work Joe!
First, you forgot to connect the output of the Color Balance Node to the Composite node:

The wood doesn’t reflect the chest, because you feed a very dark map into the Specular input of the Principled Shader.
The Specular Value depends on the IOR of the material and for a lot of materials that is an IOR of 1.45 and a Specular of 0.5.
You can of course change that value and even feed in a greyscale image, but know that that is not realistic.
So I removed that connection and brought back some Roughness and also reduced the Bump a bit.

I reduced the Treshold of the Bloom, because the higher you set that, the brighter a pixel needs to be to get some bloom effect and this is the result I got with those tweaks:

Play around a bit with your settings, but overall a great result!
I’d say you learned a lot from this course;)