Transmission Map SSS OnlyUsing a transmission map can heavily reduce render times, and give a more realistic skin approach to Terragen. While a lot of SSS examples that are free that I can find don't utilize them, I did find one which allowed me to play with this approach used in other engines with transmission maps.
Node Network SetupBy creating a Colour Adjust shader and editing the Transmission map to taste we can create a balance between hard, non-transparent surfaces, and surfaces that should be utilizing light transport. Additionally a "fine" mid-tone between the two shaders in these hard areas can still give the look of SSS while retaining a hard looking surface and crisp textures.
Transmission Map ProjectionThe final result with a mix between a Subsurface Scattering surface, and hard surfaces, I think the quality and realism of human skin can be improved and cut back on the waxyness, as well as greatly optimizing speed. This would probably help with the amount of scattered light pixels in scenes too.
Here is a final comparison of Subsurface Scattering
only with no tramission map, vs a mix of solid shader and subsurface scattering by a transmission map.

Render time: 54s
Versus Subsurface Scattering Only (no transmission map or solid shaders)

Render time: 2m 12s