Not exactly right! They absolutely need specularity, since it's part of the BRDF equations which drive these shaders! It's the core of a "microfacet". Specular map is 100% must. RGB Specular map controls the f0 of the Fresnel term which controls the reflection intensity/Fresnel and color. The gloss map simply controls the…
Not quite, as pedro says, just think of it all as specular reflection. You still need a spec or substance map to set base reflectivity, and gloss map to set roughness/glossiness. Though you're right in the sense that specular and reflection shouldn't be thought of as separate components, which they often are in game…
The thing with physical materials is that they need glossy reflections, not specularity. Specularity is fake gloss. Everything reflects the world around it, just to varying degrees of roughness. Gloss masks need to be used to interpolate between different f0 values for the material you're trying to simulate. So that means…