I will take a shot at working this composite, but a couple things to think about:
1) How did you establish the scale of the vehicle relative to the background? The vehicle looks a little bit too big. This, in part, makes the entire scene look almost like a diorama or miniature scene.
2) The way you set up your mask is a little bit odd. You punched out the background to let the car layer show through from underneath. Interesting, but what happens when you want to make changes to the car layer that involve geometry (like scaling or distorting the car to adjust the perspective and scale)? I quickly did a test to preserve your masking concept - I copied the mask from the "Background" that punches the car area out (car-black, everything else white) to the car layer. I inverted that mask on the car layer, so that the car is visible and the gray cloth is masked. I scaled and distorted the car, making those same changes to the mask (the chain link icon is active). I then copied the transformed mask back to the background layer and inverted it to restore the original punch out, but with the geometric transformations applied.
It would be a lot easier if the mask were applied to the car layer and the car layer was above the background layer. Is there any specific reason you set it up the way you did?
3) The background plate is shot in diffuse light and the vehicle is shot in direct light. The contrast between the background and the car is not consistent, nor is the shading. Reduce the contrast and saturation on the car to get it more in line with the background and then grade the comp.
4) The reflection in the road surface is too glossy, as the road itself does not appear to be wet, but the reflection of the car implies it is wet. If you want to retain the wet look of the reflection, you will probably want to make the underlying roadway look wet - increase the contrast and saturation and pull the black of the roadway down, maybe. I would also comp in the reflections and shadows that the car applies to the ground on separate layers so you can control their interaction with the background separately (opacity, blend mode, etc.). This is similar to the way a 3D CG rendering of a scene like this is done so that the artist has access to all of the render channels to make the composite.
I'll mock up something and post it here to see if it gets any closer to what you are trying to achieve.
kirk