The ThinSSS "Ghost" technique works by transmitting the translucency of the "Ghost" layer thinSSS to the standard material below -- in much the same way you can transmit the gloss of the normal additive layer to the opaque solid material below.
This is not too different from the old method of BSDF blending of SSS and BSDF materials in version 1.7.x.
The advantage is you can modulate from strong SSS effect to fully opaque by simply controlling the opacity of the "Ghost" layer and ThinSSS settings(giving you more control)... Well that, and it tends to render faster with less noise

If you want greater translucency for things like the wings then you can increase the attenuation distance and decrease the scattering coefficient value... there are a couple other examples of the technique in that thread to give you some ideas of different ways to use it.
If you want to share the scene I can cook up a custom skin material for you to give you an idea of how I might tackle it.
Best,
Jason.