I have no idea if keyshot's IES lights are correct. But one thing, when dealing with lighting and material, if you hope to see what something looks like and have it physically accurate, is to watch out for scale. This is something that keyshot has never been great at. In fact, one of it's default settings was to automatically scale your objects to be a "good" size for keyshot to handle.
This actually makes pretty good sense with respects to things like global illumination. But in terms of being physically accurate, it's Just pure evil.
Light is Very scale reliant, especially when it comes to light intensity. If you have a small flashlight and light up a small white box full of miniatures, it'll look like it's real-scale almost right? Well, the same thing in 3d, only you lit that thing with only 100lm rather than 1200 lm.
In Some 3D software, you can change the units, but certain units will always work on it's default scale (I'm looking at blender with a glaring eye here, in relation to physics).
So be sure you've got scale correct first. Check your scene units, and the scale of your objects in keyshot. Scale in keyshot....well, it can be terrible. Try scaling in one direction and see what happens to your scale numbers. It's a bit of a mess.
So do your best to get scale correctly right out the door or prepare for a messed up keyshot experience.
Also, be sure every import you have used the same units Before it comes into keyshot.