I apologize for the confusion. I’m sharing my workflow both as an outline and also to accept critiques from other, more seasoned Maya users. Since the method for mass grass and mass trees is similar, I’ll continue.

For every material applied to objects in Maya, you have a Shading Group. In this shading group, there is a mental ray section, where you plop your MR shaders. In this case, they’re all the identical grass shader, which is similar to the Blinn shader in the first slot in that they both use the same File Texture node. This way if I want to try different file textures, or a painted UV-style texture even, it’s a simple change and it’ll update both the Blinn and the mia_material_x.
The reason to use a Blinn in the “surface material” slot is twofold: if I need to render in Maya Software, it’s ready to rock, but more importantly the Blinn shader also drives the Viewport appearance of my grass or tree. By checking “Suppress Maya Shaders”, mental ray ignores the Blinn entirely in favor of the mia_x. I have always made all my materials the same way: a Blinn for Maya Software and the overrides for my mental ray materials too. Used to be I’d flip back and forth constantly between renderers. But mia_material_x doesn’t work well in the Viewport, if at all. Thus, you connect both and you win!
To clarify your last point, in a tree object there would be multiple Shading Groups applied to multiple faces - but I don’t do this manually, it’s simply a result of the Combine function when unifying my trees to use as instances. Until I learn a way to instance Groups instead, this is the only way that spPaint3D (for example) will instance things. It has to be one shape node, for whatever programming reason.
So when selecting this tree object with multiple Shading Groups applied to the various trunk, branch, and leaf parts, in the Attribute Editor you see all these shaders, not just the Blinn or the mia_x. You simply scroll over to the right, and they’re all there.
But in all cases, the Blinn and mia_x wouldn’t be applied to different faces. They would be applied to the same faces. Hope this helps and that my English makes sense!