You’re stumbling into a real hurdle with procedural things: Scale. Fortunately it’s very solvable. One step I took to remedy this was using Object texture coordinates for all of the shader nodes. This ensures a standard by which the scale can be adjusted for all aspects of the shader. It also means that the eyeball object can be scaled without breaking the textures:

The only issue occurs if you need to Apply the Scale. At that point the textures go haywire. So if you followed the livestream workflow and used Object texture coordinates you can scale your eye up or down, not apply the scale, and everything should be fine.
The baking process is a great solution where scale / applied scale becomes irrelevant since it’s based on image textures and a UV map. The sacrifice is the inability to adjust the textures after the bake. Perhaps I should make a follow-up video about baking these procedural textures..