Depends which kind of material you want to make, mix the materials transparency with sss off and diffuse low, to make sure everything else is ok... later when the sss is working you can use the floor preview to adjust the specular highlights on their own.
SSS's can be quick just because they use very little sss, but I think what you want is a lot of sss, rendering quickly, in which case you need to use realistic settings, and its annoyingly sensitive
Try to use realistic attenuation. Like 0.4mm for fairly solid things like plastic.
Try to spread the load around the two colour chips (trans and scatter) to avoid any high values above 245 (max limit but it depends on which colour) if you get bright saturated noise reduce saturation, probably in the scatter chip but it depends.
If you see grey noise then increase scatter saturation, if you see dark noise esp with blue hues that also can be cured... but I cant remember right now
Also it can help to use different hues in each chip, I prefer a warmer tone in the trans chip.
Experiment with roughness set to 50.. roughness over 90 gets tricky.
Basically its not easy, the quickest sss is when it has real-world values but those numbers are rarely available, so the noise you see is quite informative (when your near to the right values)
This kind of pure plastic with almost no R0/R90 diffuse is always going to be slow though, this took over 1hr.

Plastic is the worst case scenario - very high density and very high saturation with rough transmission, its unlike most materials which also reflect diffuse light... Some sss will render in 5 mins.