The Plastic PBR Shader has been tested in many situations.
For example, here are two animations displaying the capabilities of the Quality Slider (0%-100%-0%).
Here is a flyby animation demonstrating the realistic abilites of the dust section in the shader node (namely replicating the amount of dust seen from different angles).
(Please forgive the camera movements.)
Moving on from the animations section to the renders section, the Plastic PBR Shader node has been tested in a variety of scenes at close-up perspective and long-distance perspectives.
A long-distance render:
And a short-range render:
And here are two renders with the Quality slider. The first one is set to 0% while the second one is at 100%.
As you can see in the first rendering, the Minifig is much more reflective than the Minifig in the second render. This makes sense since the numerous wear textures cause the surface to carry a higher roughness value compared to the first render.
Here is a render with a Minifig showcasing the Plastic PBR Shader from different angles.
The only known issue with the Plastic PBR Shader is a scaling issue. When an object carrying the shader is scaled to a very high or low value (say either 5-10% or 500-1000%) the wear and tear textures show up very large or too small (usually very large).