The best a system can do is SIMULATE a musical event -- which simulation may or may not be close to the actual event recorded. Musicians & insturments make music, systems reproduce what's on the storage medium. I'm not saying anything new here.
To put some perspective in the excellent advice above, look for and put into words what ELEMENT of the reproduced sound you MUST have, to bring the sonic result closer to simulating (i.e. acceptably tricking your ears) "live" music...
FOr example, in my case such a very important element is transient attack/dynamics, or whatever you wish to call it: the ability of the system to reproduce sudden (and not so sudden) changes in intensity... YMMV
Generally speaking though, the usual "weak" points in any system are the sources and the speakers -- since both transduce / convert. We then have the matter of each component driving the next component, etc.
I believe that you should listen to a pair of wide-range speakers & horns -- just to experience a different approach. Your electronics certainly seem up to the task of providing good signal & power...
To put some perspective in the excellent advice above, look for and put into words what ELEMENT of the reproduced sound you MUST have, to bring the sonic result closer to simulating (i.e. acceptably tricking your ears) "live" music...
FOr example, in my case such a very important element is transient attack/dynamics, or whatever you wish to call it: the ability of the system to reproduce sudden (and not so sudden) changes in intensity... YMMV
Generally speaking though, the usual "weak" points in any system are the sources and the speakers -- since both transduce / convert. We then have the matter of each component driving the next component, etc.
I believe that you should listen to a pair of wide-range speakers & horns -- just to experience a different approach. Your electronics certainly seem up to the task of providing good signal & power...