It would be greatly helpful to have a GI Specular Bounce Strength Factor also as a Materials parameter instead of being solely a global GI factor.
This would help having more control on PBR material specular highlights (ie: Eyes Cornea, ..) intensity, which is normally controlled by the index of refraction of the material in a path tracer with the Metal/Roughness PBR shading workflow or by the specular maps in a Specular/Glossiness PBR shading workflow (which is not the iClone "Traditional" material version).
I've attached 2 images, the second one with a boosted global GI Specular Bounce Strength value set to 10 instead of the default value of 1. As you can see it helps having a sense of reflection of the environment in the eyes (which should happen). Unfortunately this also affect all other materials specular of the objects part of the scene, which is undesirable.