Currently, the Ambient Occlusion is stored in the red channel of a single texture containing AO, Roughness, and Metalness. While this is useful for saving file space, there are times when one might utilize the elsewise-same PBR Material across multiple models, with the sole difference being the AO for the model. Currently, this necessitates every Material to be separately uploaded when it is elsewise fundamentally unchanged.
Adding the ability to upload a new AO map and separating it from the Material would increase the versatility of the Material while simultaneously lessening the chance of file bloat server-side and inventory-wise.
As a possible solution, perhaps the AO can instead be vertex-encoded, a method used by many programs currently, and available in most if not all 3D software, most notable of course being Blender.