the gateway to sss is through dialectric
this heavily depends on the scale of your model - this is the best place to start off - find something suitable to work with - a suitable amount of light transmitting through your object based on the balance between your transmittance color (maps will come later along with any clamping needed), your attenuation value, and your Nd value
once you've found the right amount of light coming through your model, then start filling it with "SSS", or in other words start scattering the light that is entering your model while applying subsurface properties that determine how that light enters and exits the model
if you want to add some gloss/sheen to that single bsdf layer you could explore this option, or experiment with layered bsdf's or material layers themselves
once you've established a base material that you are happy with you can then start applying your maps..... but keep in mind that you are then creating a new balance between the high and low values in your transmittance map which could result in starting all over again in finding the right balance between transmittance values and scattering.....
as you can see it is a delicate process with lots of factors involved. this is by no means THE way to do what you are trying to do, but should provide you with a few factors to consider.
don't hold me liable if things go awry.....