This is where you are very wrong. Unreal’s renderer is one of a very few rasterizers where rendering a tinted refraction/translucency has to be a workaround. This is another one of the common, fallacious arguments - that the tinted refraction is commonly a complicated thing to do.
Here you are also very wrong. Regular generic tinted glass, such as red glass is a SINGLE dielectric solid medium without any coat. What gives it a reflection is just polish of the surface, which makes the surface structure very fine.
There is absolutely nothing on a material like this which involves multiple layers.
What’s sad is that most of people here have a perspective so deformed by a decades using a hacky way rasterizers do things that they are unable to think outside of the box, and see much simpler solutions. Especially since many of these hacky, overcomplicated ways are products of technical limitations which are long gone these days.
What I want is something that IS technically possible, to be a one click solution instead of complex set of steps. So that I, as an artist, can spend my time focusing on more important stuff. This just comes down to me being able to trust Unreal’s shading model to handle all the possible real world materials. Currently it can handle all of them except tinted glass, which means it’s incomplete. All I am requesting is that it’s a complete shading model.