When I render your image I certainly start to see better results as I drastically crank up Max Bounces in Light Paths for cycles. I stopped at 60 because rendering time became excessive on my workstation.
If your actually going to simulate and render to a motion image file, this begs a compromise, if you cannot tolerate such a long total rendering time.
Firstly, I find a way to reduce Emission Number from 120 downwards. If the camera remains static, when you can scale your X axis of your particle plane so that you don't loose too much.
Then play a bit with the Light Paths, Max Bounces.
As an alternative, I tried out a smoke domain (Object >> Quick Effects) that uses more realistic physics. I lowered the Density on the emitter plane object from 1.0 to 0.03 and the density on the auto-material from 5.0 to 0.2 and made the color redder instead of gray.
for this type of image that will also change as you render frames.
You may want to enable the Dissolve feature in the Domain if there is too much gas in later frames. Or you may want to make the emission into a Geometry instead of Inflow, and enable all Border Collisions.
Here is a fragment of your file with the Smoke/Gas approach. Deleted most else as blend-exchange uploads must be small.