The current daily build did this very smartly, by adding (like another legacy) check-box.
Old materials render the same, unless you switch them manually and re-adjust (or maybe the converter will know how to do this).
New materials are created with correct behaviour (both fresnel and roughness range was fixed !! big hurray) . This is win-win solution.
Now the answer is where to go from here :- ) Improve this shader with more options like Redshift and AlSurface ? Or create another separate ?
Both options are viable. Although the first (extend current) would need another legacy check-box for glossiness-->roughness inverting. But as Dubcat shown, the Redshift shader has this in options of materials, so you can use both maps without selecting invert in map. Although that is pretty easy now too, since both are linear on range of [0, 1]
Maybe time for some OSL support, so we can create our own shader prototypes :- )