Hi Spikey, thanks for the explanation. Seems this approach is not compatible, nor intended to be used, with the principled shader. I did eventually manage to get similar results using the principled shader as a base, but I had to use such a combination of mix shaders / nodes that it ultimately looked just like the original node setup, albeit, less 2 nodes.
Why did I want to do it this way? To learn!
Thanks again for your help.