Is it possible that mesh depth isn't correctly being interpreted for SSS? Looking at Dune's examples, and Kyls, some areas have a apparent SSS effect, and other areas, at the same depths (and light exposure, or similar) randomly don't, creating a blotchy "SSS" effect across the model.
Hannes larger, smoother object seems to give better results. Additionally I wonder how it would look on native TG assets. Glaciers, waves, crystal, etc. I have a lot of crystal type shaders to test eventually. We'll see.