Done so far:
Skin - using SSS, so weaker GPUs won't handle it, consider it CPU only, also have additional slot for detail texture (for skinpores) and mask (to make them not appear where they shouldn't appear)
Transparency - use brighness/contrast node to adjust alpha to the needs. Didn't find any problems with it yet. Well... Didn't even use it to adjust anything yet anyway
Hair - anisotropy is OP
Carpaint - four kinds of carpaints... If you can call carbon fibber a carpaint
Bloom metal - rather than rely on reflections only, it will have diffuse with slight polished effect to look like metal with this bloom effect as addon
Rubber - based on Tire material, hopefully it will look as rubber/caoutchouc. Didn't do much of the tests
Ceramic - hope it will looks as it should
Glass - Now you can adjust reflections and refractions (what you see inside) separately. Also supports color shifting (as in real life blue and red shifts in correct ways). This dispersion is adjustable (value 0 equals all colors are in same place) and glass can get rougher refractions (blurred)
Eye - instead two, it's one shader. Solid use diffuse/SSS and can be turned via transparency value into transparent surface with reflections (supports IOR)
Metal - separate version for polished metals and rougher ones (yet this rough one is quite buggy, gotta fix it)
Leather - modified strength of specularity and reflections and their sharpness. Having those textures for small detail displacement is very recommended
HDR Environment - now it should work better than default loaded image to Background shader and adjusting it's strength. Though when set to 0 it still shows texture in camera.
Light - it can provide extreme light rays, but when seen in camera (and in reflections) it looks just bright, not solid white.
Portal light - gives light, but is invisible in reflections/refractions/camera. Good to put in windows, but I noticed it gives quite fake results when seing diffuse and glossy shaders reactions, gotta tweak it.
Cloth - most of clothes have small "hair" on it that makes it look brighter/darker when looked at proper angle and light. Basicly dulling the color of cloth itself below it. And I think I achieved this effect, but specularity needs work. Even if it shows nicely that cloth is not flat it's too strong imo
Glow - now gives nice neon like effect (works on same rules as light, but it overlays normal material and isn't as bright as light max can visibly be, but can light up scene in same way as Light).
Plastic - probably gonna change two things and set specific limits... Or maybe I'll add transparency to it... To make plastic bottles... IOR would be limited to those of plastic can have
Wood (it's quite tricky, since it looks different everytime I use different textures... I guess I'll have to make separate wood materials for wooden floor or furnitures)
Materials that will overlayer some effects (in previous those were Sweat, Wet, Transparecy, Glow. Planning to modify some and add new).
Velvet - idea is already on the paper. Now need to put it into Blender and see if I figured it out correctly without touching computer before...
Silk - requires small rework since I learned new things...
Also I think when I'll finish the bundle I'll include small pictured tutorial how to set bundle as default (since I guess it's easier way than loading each material each time, since they doesn't consume resources when rendering if they're not used).