I'd recommend replacing the shader and material with one from one of your other compiles. They all (or at least the ones I've used) have properly functioning shadermat combos.
Also, don't use a greyscale spec map for any of the metal; this creates a plastic look, whereas metal looks like, well, metal. Just use the same texture for both the diffuse map and the spec map, or use a spec map with modified colour levels to suit your needs. I suppose it comes down to personal taste and the backstory to whatever object you're working on (if it was painted using a gloss finish, if it's just a raw metal, etc etc) but overall I've found using coloured specs works best for metals
read
http://www.manufato.com/?p=902 (specifically the section about dielectrics vs. conductors) to learn more on why I say this. I applied this theory when I optimized your Roy import, specifically to his armour and sword. You'll notice the difference in HW Ganon when you compare them side-by-side after making the appropriate changes.