Also make sure to apply and save changes before comparisons. I can see from your first screenshot that the material had unapplied changes at that point. I’ve noticed if a material isn’t saved, it won’t show complete shader instructions.
Also be careful about drawing too many conclusions about performance based solely on shader instruction counts. Generally the fewer the better, but not all instructions are created equally.
Vertex shader instructions are computed per vertex and generally scale with mesh complexity.
Pixel shader instructions are computed per pixel and mainly cost scales with how much screen space and object occupies.
Because an object often occupies more pixels on screen than it contains verts, the same operation is often more expensive when performed on the pixel shader.
But all that said, total instructions are still one of the better metrics available to us.