Colored specular maps work almost same as greyscale specular map but colored specular map colorize the specular highlights (RGB), useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
for example UDK or cryengine supports the colored spec map
http://cobyfoden.weebly.com/uploads/2/6/8/1/2681906/specular-color_1.jpg
http://www.redprodukt.com/post/spec_colour.jpg
so i suggest to add a new PixelShaderID/VertexShaderID class which will support the colored specular map and then the gloss map should be on alpha channel or independent like the ambient occlusion map (AS)
Please BIS , consider to add this
thx {F22780} {F22781}