Per KhronosGroup/glTF-Sample-Models#192, our implementation of the metal/rough and spec/gloss PBR materials is somewhat inconsistent —

In theory these two models should match. Currently most WebGL implementations do not have the spec/gloss material correct, but the BabylonJS rendering (KhronosGroup/glTF-Sample-Models#192 (comment)) looks like a good reference.
/cc @takahirox this looks similar to the roughness bug you fixed previously?