Provided you cover the power requirement and it's not a total bag of shit you're fine - over speccing basically gives you longevity and headroom for unexpected spikes.
Here's another texture I've been working on for a new character project: This eyeball was created entirely within Substance Designer using a Spec/Gloss workflow.
Yeah it's spec work. Some people have a real problem with it (see: http://www.no-spec.com/) I, personally, think if you're willing to participate, why not
Is it possible? Looking at the specs, sure. Is it practical? No, not really. For textures you would be much better off getting a nice DSLR or a bridge camera of some kind.
Nice! Good job on nailing the silhouette and nice details. The metal on the shield and helmet is almost reading as some sort of softer material. Maybe it's the color or the spec.
@jmiles , @jwills Thanks guys, appreciate it! Update, done with the bakes except for the dagger. Normals, AO plugged in the diffuse and spec/gloss just for a quick show.
The first thing that jumps out at me is that lack of specularity on the bomb. It says at the top of the page that there's a spec and gloss map on it, but there doesn't seem to be any visible specularity.