Here's a screenshot of the Utility Room's floor.
Im still trying to figure out the best way to texture the walls, floors and ceilings that are mostly white. It's pain in the ass. I think im going with minimal details on the diffuse, and subtle specular and normal maps. The walls are covered with all kinds of pipes and stuff anyway.
I found nice custom shader for Unity too. It allows specular map to it's own slot. So i don't need to put the specular info to the alpha channel every time. And it also handles coloured speculars..