I have done some tests with Christinsen-Burley in 3.0 and unfortunately it does not work. Christensen-Burley produces so much noise in 3.0 that even with 10 times higher sample rates you still have a lot of noise.
Are there any ideas or plans to incorporate the capabilities/features of Christensen-Burley into a variant of Random Walk (Burley)?
Is there perhaps a bug in Blender’s version of Random Walk (FR) that prevents proper light scattering and refraction. I appreciate your efforts to reintegrate Christensen-Burley in 3.0, and you have already pointed out possible problems due to the different way Cycles X works, but Blender needs the ability to correctly render translucent and transparent materials that are backlit. (light refraction and light scattering etc…)
If Christensen-Burley cannot be integrated into Cycles X, then SSS in Blender works only with significant limitations, then it urgently needs an alternative.
Maybe you should think about leaving Cycles in 3.0 next to Cycles X.
I think that if you release 3.0 in december or january, then a lot of users will complain about the missing capabilities of SSS in Blender, because that is a major regression.