Hi Jardar!
Welcome to the forum, and good idea to get a little experience on your spare time
You chose a rather difficult subject, btw. Sometime s a very easy scene can be much more complex if you try to reproduce it. BTW, let's attack it!
1. Pillows and carpet. It's really hard you can get good "hair and fur" (as it's called in general) with displacement. Displ is sort of a strong bump, operated over geometry, and not on surface. It's suitable for rocky materials, nice wood plankings, some kind of masonry...
In scenes such this one, with few subjects and simple environment, details do a huge part of the job, so you have to add a lot of them. Then, if you want to get a good result with you hair and fur you basically have to ADD GEOMETRY. There are some plugins which can help you, but basically try to play a little with the "fur" plugin which you can find in sketchucation forums. That will help you for sure. The plugin "repeats" a base component with some variations. make sure the components are indigo "instances" (select all the components you want to instance, right-click, enable instancing), so the memory drain won't be enormous during the rendering phase.
2. Indeed, if you take a look to the reference image, you see that the lighting i svery strong, the image is almost overexposed. Your image is way too dark. take a look at the reference curtains: they look completely white. You have to increase the exposure time, or the ISO of your virtual camera. Another curious thing is some sort of possible bug I was referring to some time ago: the curtains let the sun come in.
The material is a diffuse transmitter for sure, but I don't know if Indigo allows the DIRECT light to come through it.. I hope some people can answer this. This may be a SkIndigo bug, btw. Let's wait and see.. Speaking of the lighting, I see that you objects' reflections are dark, instead in the reference photo they're a little lighter: this means you need a sort of a studio scene, which means some white panels behind your camera which will bounce some light back, contributing to lighten up your scene, light it up a little more uniformly and giving your reflections a little more realism instead of pure black.
3. You are cheating now

Make some changes and we will discute them
4. Your question number four has two answers: one is the pro answer, the other one is to make it easier. I'll give you the second for the moment.

To have perfectly corresponding additional maps like bump and exponent, the default tip is to have an albedo map which is the same dimensions as the additional maps. This way, you place the albedo (diffuse) map in sketchup, and the additional maps will cover the same area. The problem comes out when you don't want a texture in the diffuse channel, but only a plain colour. The easy TRIAL AND ERROR way is to create a plain colour image which has to be the same colour you want you want as the diffuse colour, and have the same dimensions of the additional maps.
There is a much more professional method, but I'll tell you when you grow a little older
One last thing: the floor in the ref image seems to be covered with big tiles, not wood
