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Great stuff, Alex.
Hoping to see the L1A1 for either of the sniper rifles
As for the specular - either set opacity for specular layer to ~30-50% OR darken the material using $color2 (either the whole material or using a diff alpha with $blendtintbybasealpha combined with a sort-of metallic mask)
Still, there's really no way of using colored-specular textures in Source (hl2/l4d2/etc) other than mixing those with albedo/diffuse.
Specular/Gloss-type pbr requires you to bake specular into diffuse and use $phongalbedotint "1" to actually see all the colored details.