That depends on material you are creating. If it has big difference in fresnel value (scratched painted metal for example) Metalness or adjusted Specular texture may be used as mask in VRayBlendMtl to separate paint and metal.
Tried different HDRI: Eric Ramberg No, no processing at all except in example above I had to up output value of Gloss map 12x times in 3ds Max! So, I think, Gloss map is where dev team should look. Same results in Photoshop I could achieve with Levels command/layer: