Normally to control the specular in a PBR workflow, it is dependent on the roughness/specular map. Normal map is about the “details” like the spores in your case. To fix your specular issue without affecting your spore details, you should edit the roughness/spec map , easiest way is to just use a photo editing software like photoshop and paint over , if I am not wrong, pure black should represent not reflective at all and pure white is max reflective in that range. Hope that helps.
The below image is taken from adobe about PBR texturing in substance software but is a good image to get the idea across because this is a universal PBR texturing way.
Thank you for this useful knowledge :)
I rebooted few times Create, and this character creator Betty, exported in Path Traced mode, with subdivisions, with 4k textures renders just fine as it is, no tweaks needed at all.