It looks like your reflections come to a point on the back of the car, even if the actual surface shape is smooth. What you can do to reduce that is instead of having the contour lines come to a point (even though that's an accurate description of the shape; drawn in red) is recreate the topology of a subdivided cube (green, outer corner of the cube, relaxed onto the surface of the sphere).
That last triangle where the spine of the car and waistline meet is effectively one eighth of a sphere. So the better way to subdivide it is to put a vertex in the middle and connect it to all 3 edges, generating 3 quads. Once you've done this you can add extra loops in any direction and they don't converge onto a point anymore, they just wrap around the car in one direction or another.