Yeah, I've seen many different ways to model the eye. Personally I'm not really concerned about making it 100% right and as in real life. My goal is to make pretty images and not medical diagrams, lol
So I checked my shader and yeah, it is exactly as I said before. The only thing worth to mention is that reflectivity roughness isn't 0, but 0.02 or so. I found that sun light sometimes reflects strangely when there is no roughness at all.
BTW I just found there is no way to disable a light to affect SSS component. In Ray visibility tab it is possible to limit the influence of light onto diffuse or glossy, but nothing about subsurface scattering. That's strange and unfortunate. I was planning to use fake lights and add some sheen to her body.
And here is just a quick test. I'm too lazy to finish the sculpt right now so I'm playing with shaders instead. The bottom part is still badly textured. Plus I don't like her arms. They are too short. When she was a centaur it was hard to set the right proportions of them without having a whole human torso. So I need to make them thicker. Reflectivity is way too strong on the grazing angles. Here are two of them: natural wetness of the skin and a layer of sweat/water. To be honest, reflectivity is the hardest thing in skin shader. SSS effect is really easy to setup. But when it comes to reflections... I did so many skin-shaders already and I still don't know what are the proper values for reflectivity. Even don't know is it OK that with every new project I'm forced to tweak the parameters a lot, since with every new lighting scenario my previous setup doesn't work very well.