Removing pre-computed lighting from your diffuse and spec is the modern thinking, brought about by modern engines that use physically based rendering. Placing lighting on your diffuse/spec was to make up for the computers lack of ability to do this in the shader/engine. We can now do that, so we have to deprecate habits…
I have examine the results although I'm not entirely sure they are present in the renders with a generous amount of specular applied to the material that was baked. In this case its more last generation but i get what you mean, but the problem tutorials always seem to be out of date or tend to be missing certain things.
Thanks EarthQuake, it's been a joy reading more in depth about PBR and the importance of reflection and layering. I'm beginning to wrap my head around this stuff now and I'll have a better idea of what I want rather than slapping on random values and maps too late in the pipeline to accurately represent the object I'm…