These are my updated shaders based on the comments that Megan and Dave made during last week's session. I didn't get to all of the shaders, but I adjusted the ones they made the biggest comments on. These shaders are (in order); gold, hollow glass, olive oil, rubber, and the extra rock shader that will be needed for our scene. For the gold, I desaturated the color and adjusted the specularity. The glass was made hollow, it was just solid glass last week, so I extruded the edges a little and adjusted the roughness of the refraction and specularity accordingly. The olive oil was also desaturated in color as well as adding more roughness in both refraction and specularity. The rubber was adjusted by making sure the specular weight is at 1 and the fresnel is driving how bright it is, as well as increasing the roughness and adding bump map to help break up the surface a bit. My rock shader was adjusted by making my own texture map and layering the white splotchy/splattering spots to try and get the look of old dirty stone.
Overall I think my shaders are much improved since last week, and Dave particularly liked my hollow glass shader.