You can already control the albedo. When you give a surface a colour of white (1, 1, 1) you are saying it has 100% albedo. This works for any of the shaders in TG that use a Lambertian reflectance model for their diffuse component, and that's most of them (e.g. Surface Layer, Image Map Shader, Power Fractal Shader, Default Shader...).
Global Illumination in TG2 is calibrated to treat those values as albedo values and reflect light accordingly.
As for "multiple non-arbitrary forward and backward light scattering"... well, you wouldn't notice much difference in a render like this. From close up, yes, the appearance of snow depends on sub-surface scattering. The way light is scattered in snow often reminds me of cumulus clouds in miniature, and clouds certainly cannot be rendered realistically without some understanding of how light scatters inside them. But what specifically do you mean by "non-arbitrary" in this context?
Matt