Hi Jonatan,
Some remarks:
What you are describing (and showing in your screenshots) are so-called ‘broken Quads’, when the 4 Vertices of a Quad do not lie in a single plane. (This is why Renderers Triangulate everything, because 3 Points (Vertices) always lie in a plane.) They are generally to be avoided, but when you are throwing a ‘Catmull-Clark’ (through a Subdivision Surface, or Multiresolution Modifier) at them, they tend to cause less (or no) problems.
Using the same numbers as in a Tutorial never guarantees and rarely gives the same result.
The eyes (and mouth corners) are difficult areas to get right, because of the folds, Faces being very close together…It’s what causes the spikes and the SSS Shading issues. If you have gotten rid of the spikes, I shouldn’t worry too much about the black Shading artifacts at this moment. Concentrate on the Pore Depth. The SSS Values can be dialed in better, when you have all the Textures ready…if it is still necessary then.