What I want is for things to not give a *white* feedback, where they aren't pure white, but a *colored* one, anywhere they don't hit the pure white point.
I do this with coef values, and it works really well, giving metals a more realistic look; but it's severely limited, because you have to use one value everywhere, instead of using gold values for gold, blue-grays for irons and steels, browns for leathers, and so forth. IRL, objects don't just reflect back white light, it's colored where the light isn't so powerful that you can't see anything else.
In OpenBRF, it works just fine; a colored specmap gives you a color-shifted specular result. It has never worked that way in Warband, and it really makes things look a lot more plastic and fake than they should.