The model you are testing actually has a bit of a wobble in the normals. In 3dsMax I relaxed the model slightly, then subdivided the model so you're actually sending enough tesselation, and it comes out perfect.
Unfortunately I'm unfamiliar with modeling in Modo. But from what I understood is it's mostly SubD poly modeling. You should just be able to increase the subdivisions.
Also, I worry about your scale a little bit. Either the OBJ didn't keep the information properly, or you are working with an object that's total size is 1mm. Because that's what it came in at, which would mean your radii are about .001mm. Given that most poly modelers tolerance is no more than .00001 units, that May be why you are having normals problems. Make sure you're working in actual scale when hard surface modeling.
Also, it doesn't look you are comparing apples to apples with your render from Modo. Is no one else seeing the exact same wobble he's talking about in both renders? It's just the environment is more blurry, so you can't see it as clearly. You can see a slight smudge in the same polygon string though. When I brought that in Max that's exactly where the normals get wonky as well.
One last thing to note also. Others have pointed this out in a roundabout way as well. The best way to get a Really crisp straight line reflection is with an actual object, not the HDR. Use the HDR for lighting and quick reflections. But when you want a really crisp line, sometimes you just have to grab an object.