Glass Volume Material with Caustics and Colored Shadow I am trying to build a glass shader for a glass volume material and I want 


a photorealistic image of the glass object
the caustics good enough
correct color of the shadows of the glass object


Here are some setups with a blue coloured Suzanne I tried. 

First a standard glass shader

 

It is clear that it does not work. Next the Tricky Glass node setup like in this post How to illuminate the darkness inside glass objects in Cycles?



This is nice for window glass etc but does not work when caustics is involved. Next one, I tried a setup of CynicatPro (PBR Glass Shader for Surface and Volume Absorption for Volume)



No Caustics. So next experiment .... I added the fake caustics like in this article http://urchn.org/post/fake-caustics-in-cycles to the Tricky Glass setup and also added Volume Absorption



Now we have a coloured object, coloured shadows and caustics, but is this material correct ? This was the setup of the material. 



To be honest I am not sure if I did this right. Any comments ??

The last setup I tried was much alike the previous one but now I inserted the PBR Glass setup of CynicatPro. With this setup I hope to have a correct representation of the coloured glass object and the shadows/caustics in place.



This was the Node setup of the PBR experiment:



As understanding and creating complex materials is still very slippery grounds for me I am very interested in your feedback and suggestions.
So ... what about the results ? Especially the last two experiments. Could you give feedback on my node setups (especially the two last ones) ? IF you think I am totally wrong what would be your setup ? FYI, I think the last setup is the best one. And you ?

EDIT: AFTER THE ANSWER OF THE NINJA I UPDATED MY BLENDFILE AND THE IMAGES IN THIS QUESTION
You're getting a glow because you're adding two transparent BSDFs, so transmitted light is getting doubled. If you want transparent tint with the fake caustics, you would just multiply the transparent color and the fake caustics mask.

However, normally you wouldn't want to apply any color tint to the transparent BSDF, just the fake caustics. The volume absorption shader will take care of tinting the fake caustics. You can fix both of those node setups by just deleting the add shader and the transparent BSDF connected to it.

Adding color to any surface shader represents a color change that happens at the surface, while the interior is clear. This is usually not the case with glass unless the surface has been covered by a transparent paint. Normally the color is within the glass and the surface is clear, so all color should be in the volume shader.