is there any possibility we could get two options at some point?
1. to have the opacity map separate from the diffuse as an option.
2. to have the gloss map integrated with the specular as an option.
what i mean by that is this:
in terms of functionality, this would allow you to load up a full map into those slots, but checking the opacity option in the diffuse channel, or checking the gloss option in the specular channel would override those map slots in the shader.
the reason i ask is because i often find that i'll be creating my alpha map separate from my diffuse, but when it comes to final presentation i usually use the alpha channel of my specular for my gloss map.