As I was slowly getting into this whole shader (or material) thing, I've realized that a whole better aproach to create a realistic material was to think about the surface I was trying to recreate as well. I have a set of questions that I ask myself that I'll try to share here.
A observation before I start: always have some reference pictures of the material you're trying to recreate. Your memory of the material is not enough, go on google images and search some good pictures to look at while tweaking it. If you get it wrong, other people will notice, so look at the reference!
1) What kind of surface it is ? What is the diffuse color ? Is it reflective ? How much reflective (reflection value) ?
2) How does it reflect the light ? Is it sharp as a mirror or is it a more blurred reflection ? Does the surface has fresnel reflections ? Most surfaces, except metals have fresnel. Set the Fresnel IOR properly. Remember anisostropy when simulating metal.
3) Are the reflections colored ? (case of most metals).
4) Does it refract light ? Is it transparent, somehow ? If so, how much light does it refract and what's the IOR for that material ? (There's IOR's list all over the internet). You can have a colored refracted material by playing Fog Color and Fog Bias.
5) Usually there are two types of detail in the bump. The high frequency detail and the low frequency. You usually want to use a bump map to simulate the low frequency detail, the small bumps and wrinkles in the surface. For the high frequency detail (deformations that occurs all along the surface) you may want to mix your bump map with a noise map. That noise map has the effect of warping the surface just a little to give a realistic effect. After all, it's very rare that a surface it's perfectly straight in the real world. And that affects reflection a lot.
6) Last, but not least, you gotta think about the translucence of your material. Think about a leaf and how light shines through it. For that, you can use VrayFastSSS2.
7) VrayBlendMtl is a great tool to achieve realism.
So, that's my workflow. I see that you got it all right for the basic maps, I'm just talking about my general process of seeing the world before recreating that world. Hope it helps.