One thing to note. Reflection, refracton and shadow raytracing depth have absolutely no effect whatsoever on the nature of how mia_material translucency propagates lighting through the leaves. You can leave all of them at 1 with no change in lighting.
Now, to be physically correct you want translucency weight at 1, since no leaf or grassblade is semi-transparent, they are fully translucent. So for all purposes of leaves and grassblades I set tranclucency weight to 1 and control the level of translucency purely with the transparency slider.
Transparency 1.0 (the darkness comes from me having the FG filter set to 2)

Transparency .8

Transparency .6

Transparency .4

Transparency .2

Transparency 0

Now one thing about that series of images above is, the translucency color is brighter than the leaf color. I think that in some ways that makes it look more realistic because looking behind the leaves in the sun they appear brighter, but is that physically correct?
Here is a series of images where the only thing I’m adjusting is the brightness of the translucency color, which is a slightly yellow solid color. Transparency is set to .4 in all images.
Translucency Color 1

TransclucenyColor .6

TranslucencyColor .3

TranslucencyColor .1

So I think thin-walled translucency by itself is very capable of propagating a SSS effect through leaves by itself. The misss shaders I do not think are necessary. Just properly adjusted mia_material.
I think physically accurate would be with the diffuse color and translucency color about the same level of brightness. Then make the translucency color slightly tinted yellow, and maybe increased .1 brightness just for a little more behind the leaf shine.