This seemed like a fun challenge, so I took a stab at it and I'm reasonably pleased with the results.
The 'accurate' glass version probably isn't practical, I let it render for 15 hours and it's still unacceptably noisy.
I did a second version using AGS. I'd say it's practical, this render only ran for 2 hours or so.
I learned a few things in the process, the most important being that the edges should
not be a separate material. At least not a separate poly-group. Doing so, with the physically accurate glass, creates an open volume which renders very wrong, takes a lot longer and is generally nasty to look at.
What I did was to create a mask texture for adding roughness to just the edges of the glass (in the case of the curved glass I'm using, that meant UV mapping, but for planes projection mapping should be fine). The key is making the texture have the same proportion as the modeled part so that it doesn't get stretched in one axis.
Instead of using SSS to get the slight haze I just added a second diffuse layer at about 10%.
(also, yes, I know that the light balance is very different in the two renders above, I tweaked the look using multilight and aimed to have the same apparent glow on the edges instead of the same over-all lighting)
Edited to add:
It's way too hot here today for any rendering, or I'd redo the scene with a lot fewer lights. Looking at your example I see that each glass panel has only 3-5 lights beneath it, where my render has 32 per, which makes the glow very uniform. Also, I didn't use IES lights, so each of the ones in my scene are uniformly shaped and installed.