Yeah, looking at it there are few things I noticed in the video.
When importing from daz, there are two possible material types you get, I've seen some materials where they only use a few textures, and try to implement daz's dual lobe secularity technique, or in this video, it imports all the textures and another matearial shader technique is used (though I'm not sure I've seen that node set up before).
Using all the textures, it looks like he just plugs them into the more universal Principle shader. For the longest time I couldn't get all the textures to import (be it a diffeo setting or something else) so I often had to track down the textures in my files. I eventually stopped. I also stop with making custom shaders just because I got tired of how long it took to load or make a change. I do customize the princple shader and lots of filtering, but its quicker than it used to be.
But I go for a more stylized look rather than trying to match daz's model look so idk about techniques to properly emulate.
Speaking stricly for realism/pseudo realism, I think Diffeo do now a really fine job at converting Iray skin (if you havn't used diffeo for a while make a test with
Babina). Mostly all Uber core concepts has been fully replicated; Translucency/Volume absorption, Dual lobe & Top coat. And you can also import HD mesh, 8.1 micro tiles layer is also imported. For the better or the worst, as it gonna tank Cycle as well as Uber tank Iray
(but provide also quite a good base for Eevee as well).
Translucency/Volume absorption is the worst offender by far, not absolutely necessary (there is other less intensive path) but needed if you want to be as close 1:1 as possible.
"Daz dual lobe" node replicate Uber/dual lobe (more likely 2 same roughness/specular map layer that offset each other with different roughness/specular value). Let's say it's a gloss layer on steroid but quite convincing for skins (Vray/Arnold Alshader also use this).
Top coat is another gloss layer (
on top) that use roughness/specular map with generally reflectivy or fresnel applied and work in concert with a detailed Bump or Normal map. Tbh I'm not sure how intensive it is, but it does very well for skin plasticity/porosity (if you want to look at this, check for
Ensley).
Of course all this is for rendering purpose. Maybe I'm wrong, and by no way an expert, but technicaly speaking there is not much to convert anymore (for skin I mean). As other Uber layers are either obsolete or not really used/usable in credible/correct skin.