I was wondering how easy it would be to add a feature to env mapping, namely, the ability to reference the spec map when drawing the env map. Currently, a gold (or any other colored) object will have env reflections that assume the model is silver/mirrored, which can sometimes be unconvincing in appearance. If the env map could somehow reference the spec map's color, or exist outside of greyscale values, could it look better? In this way, shiny mirror ships may look more like polished reflective metal, rather than something coated in lacquer.
This image demonstrates what I meant by how reflections take on a tint based on the material they reflect from.

Think this is worth the time/effort? It seems like it could be as simple as env output * spec map, which substitutes the old env output, but I could be totally off too. I also realize that this suggestion fits in better with the materials system that will be coming some point in the future, but if it actually is easy to implement, it might be a nice addition to the shaders.