At the moment as far as i can see the workflow that works is as follows:
_color - this is your base color texture
_metalness - this is your metal information
_specular - this map dictates how shiny your object is, however it's an either or option, you can either use specular, or use metalness, not both (someone might need to clarify this, i'm only guessing at this one at the moment)
_normal - these are your normals
_gloss - this is actually a _roughness map renamed to _gloss
_ao - this is your ambient occlusion map (not sure if it is working or not, i don't think it's even necessary as we have real time SAO anyway)
_detail - this is your detail map, it is a tiled map that is supposed to increase and decrease the detail according to distance (not 100% certain it works properly, and it is not required)
Planned, does something different to expected, or not working:
_height - this should adjust the height of certain areas of your texture, this currently not working
_illumination - this does not work (not sure if it's actually even implemented yet), however you can get illumination on a model by adding your lightmap detail to the _detail map and changing a definition in settings.fx, however if you do this please be aware that this WILL change eventually.
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