Hey Arev! Grats on the polybook. The lamp looks good! Here are a few suggestions I have:
1) I am not sure why you need the second principled shader. I feel like this destructive as it wipes out 50% of the info you put into the first one. I assume it is being used to add color (since it looks like you are using grayscale inputs for the first one)? I would try to map the color info into the first principled using some mix RGB setup so you don’t lose bump and roughness information.
2) You might try using a curvature or AO map to mask your rust texture (assuming it’s rust?) so that it looks like it conforms to your model and less like a foreign texture map. Also make sure scale is applied and that your UV islands are in proportion. The rust splotches at the bottom look much bigger than those elsewhere on the lamp.
3) The glass is very saturated, which I like actually. It makes look like its old, cloudy, and grimey, but the flame still appears crystal clear through it. Maybe break it up a bit and put some burn marks around the bottom and grime up that really shiny metal base so it fits in better.
All in all, nice render though. Look forward to seeing more!