Running some tests with those new shaders.
Some highlights:
Subsurface speed is amazing, didnt expect it, also all the controls are very simple to get out a nice result.
Glossy surfaces in general, the speed here is incredibly fast when you increase the samples per-material which i didnt expect either, usually when you increase samples render times goes up, in this case it renders faster..
So far I really like those new shaders and setup, there are some things that are a bit weird and i'm gonna list them here:
1) As other people have noticed there is a "black" halo around reflective surfaces. Now, i tried to dig into this thing and found out that it is caused by the IOR. If you switch to "use directional weight mode 1" and control manually the "brdf" curve you can get away with no black halo, but this is quite a forced approach and not physically correct one. I believe those black halos shouldnt be there when using Fresnel mode (durectional weight mode 0).
In all David renders those halos are present, also there are present in the documentations, especially in the Car paint "tutorial" tryin to mimic mia_material car paint, and in the blue horse tutorial when mimic the blue mia_material horse.
Here are the 2 screens:

and the mila material

the other example:

and the mila again with halo

Would be nice to have some clarification on what is happening here, is it a bug or what?
Also it would be nice to have some examples of common materials setup, like a glass wine for example, a bunch of metals and some glossy surfaces, because at the moment there are quite huge differences with the mia_material we are all used to.
For example i rendered a simple glass sphere, it took quite double the time it took to render a standard mia_material glass, i have used 2 layers with mila, one mila_specular_reflection on top and one mila_specular transmission on bottom. Render times werent amazing compared to mia. Also it produced some noise i had to crank up the unified sampling to get rid of (didnt do the same with the mia_material). And I also had this black halo on the glass too. Here are couple of images i rendered:
Here you can notice still the black contour halo on the leftmost sphere.

This is a different view of the same scene where we can see a more pronunced subsurface effect. (halo on the glass too

And here is a link with a screen of the render tree with the shaders for who wants to take a look on how they were connected.
http://img685.imageshack.us/img685/115/setupcf.jpg