The widespread use of VrayColor in mapped slots I attribute to confusion (and bro-science) not necessity in more cases than some would think. It's comfortable on one hand, because you can input your colors directly from Photoshop or RAL chart or any outside resource but
it doesn't change anything to your end result. Lot of people still think it does, and that makes me remember those days were people thought Linear workflow consisted of 10 steps including ridicoulous things like "de-gamma"-ing, setting gamma manually
through color-correction node,etc....Well, there are still some people on Chaos forum to tell you linear is just wrong. I don't know what to say in such times.
Anyway, metals should be just black. Like all-the-time. Not even 1.1.1, Black. 0. Pure metal is always specular only. If it's not pure-black, and indeed contains diffuse reflection (because it's dirty, or paint coated,etc..) a "metalness" mask should rather be used in blend material to lend between metal and diffuse parts of material, each with respective reflective curve. But not single material. Well it might not look bad or wrong with very low values but, it's not correct if that's what people are after.
Non-black metals is more confusing peevie than same map in specular and glossy slot (like it ever made sense to begin with.... ).
And last thing, could you Keymaster make test sometimes if "color-correction" node increases overhead in rendering ? On chaos forum I've noticed Vlado mention few times it can increase it for like 30perc, which would be a lot. I don't know, I've never done any test but I dislike CC anyway.