I use “some kind of fresnel” for everything. The normal fresnel I use only when I’m forced to, like for refractive/gloss materials. Otherwise I I will use a facing^5 which is then rescaled to 0.04-1, similar to PBR approaches. For metals, I use facing as is, but plug in facing and edge colors similar to this paper and will eyeball it or find other references if I don’t have the colors available (example only have a couple of metals in it).
That said, I don’t use glossy for everything like some people suggests. If material is very rough and (by testing) it doesn’t produce too much of a difference if disabling it, I will happily disable it to obtain better render times. Or mix in velvet shader instead where appropriate, to make it appear to “interact with light”.