Really nice things both of those!
Looking at 'em, they got me thinking- it could probably be possible to do some similar map for translucency fraction map and of how tremendously helpful that map could be, I mean some sort of similar falloff driven map which could have some presets for imitation some real world translucency values (I know those arent' there in reality, but...) for let's say some plastics, leaves, marbles and other semitransparent stones - those which can be relatively easily faked without the use of sss. Plus that map could have some fresnel driven map inputs on it's own to help imitate some of the more complex stuff, though not necessary cause one can possibly use it in the mix or coronaMix maps to make that, still it could be easier to use that way for sure. Of course some logic must be found for it to operate in the desired/predictable way + no small amount of testing might be needed too but in the end, something tells me, it could be really great )