These are my shaders that made it to the quilt that represented the shaders for our team. The shaders are (in order of appearance); glass, gold, matte plastic, olive oil, rubber, painted metal, and an extra shader of rock to be used in our actual scene. The comments that were made on these shaders we the glass should be hollow (something they forgot to mention to us, the gold should be a little more desaturated, the matte plastic should have more roughness, the olive oil should have more roughness in the specularity and the refraction as well as being more desaturated, and the purple rubber should have more roughness.
The comment that Megan and Dave to the class as a whole was that the specularity weight for all materials, whether metals or dialectric, should be at one and the fresnel level should be the value determining how shiny it is. This was unclear to me before this session, so after these comments I will revisit all my shaders and make sure they all follow this rule.