Hi,
Basically, the skin shader manages 2 main layers. The dermis and epidermis.
The epidermis would contain all skin infos such as skin dots, imperfections of the skin, etc...
The dermis is the muscles layer, vascularity, ...
The suv_surface is the 'transparency' attribute between the epidermis and dermis. The lower the sub_surface value is, the less the dermis will be seen.
The anisotropy attr. is the 'race' attr. Pick the inversed (in the colorwheel) color to ghet the one you want.
The roughness is the specular (but inversed in luma) and the surface attr. is how the specular is 'visible' regarding human fat parts.
The lighting is really important to get a realistic skin look.
I would suggest a GI based lighting (faked or real). This works pretty well.
Another important thing: we failed in the way to foind out how we had to create our dermis and epidermis skin texture.
I've had to create a complex color calibration shading network within the skin shader to have a better control on those texture.
I know Jos hasn't yet re-compiled his skin shader for maya4. Maybe you could all send a mail to A|W so that would be done at last.
Anyway, I wish I could send some materials, but... keep dreamin'... 
I think however you can create a skin shader from a standard anisotropic shader which would react with light and normal to camera....
Emmanuel
Emmanuel Campin
Lighting & shading TD
www.pixho.com