I always find it fascinating that several people download those bug reporting scenes :D
Ok, here's what I found.
1) It's the specular color map that gets lost. Sorry, didn't get that in the last posts. I'm only converting the Specular level and glossiness maps right now. I could probably multiply both together but I'll have to test first if the results are the same - sounds a bit whacky to me. I'll put it back on the todo list, first I'll try to get out an updated converter for the daily builds asap.
2) That's one of those funny max things. The Standard material shows an opacity of 100, integer. If I look it up via maxscript it says 99.9999, floating point. So the conversion is correct - it's just max fooling around ;)