Ah, now I see, IOR=100 is what made the difference so obvious. Not sure metal can even get this rough ? Also I don't think velvet effect has anything to do with tail parameter, it's just as "fake" as diffuse falloff, only real way would be modelling millions of micro fibers scattering light at grazing angle, so what does it matter which fake is less fake :- ) ? Even UE4 shading model based on GGX which has full roughness scale has another node that basically just streamlines falloff effect to albedo/diffuse slot.
If the current model can seamlessly get under "legacy" again (merging/replacing current legacy ? The system would internally recognize both levels or the original would be forgone altogether ?) that would be nice.