The PBR Uber-Shader makes it quick easy to get photorealistic results in Cycles under any lighting condition, and to use metal/rough texture sets from popular suites like Substance, Quixel, and 3D Coat. It's been 9 months since I released the first version of the shader on the Blender Market, back in February, and a lot has changed since then. Version 1.8 released in time for BFCON16, and to go along with it, I made an updated demo video going over all the features and controls of the shader system.
Is this better than the "Disney BRDF" that is developed at the moment? https://developer.blender.org/D2313
A fully integrated implementation of Pixar's Principled BSDF shading would be the most ideal solution for Cycles, but most roadmap's for Blender development doesn't target integration of such a shader into main branch until at least 2.8; which could be 2017, 2018, or further out. Right now, I believe this solution to be one of the most robust which works directly inside of the current main branch of Cycles.
The controls are also more tailored to those familiar with the metal/roughness approach as employed by AAA developers (UE4/Unity5) and as can be found in popular texturing suites such as Substance, rather than the more general controls found in other similar solutions, or in fact in the Principled Disney approach. And finally, there are some features specific to this shader solution you won't find in the Principled Disney shader, such as an emulated glass shader, with faked caustics (reduced noise) and chromatic dispersion.