In the Principled BSDF a Roughness value is used for the shader, yet a Gloss value is used for the Clearcoat.
Most software picks one or the other, since they are opposites of each other and serve no purpose other than what standard was preferred at development.
My concern is that having both terms presents in the same shader presents confusion. At the very least requiring them to know to invert one but not the other.
I know that the original Principled paper uses the same method, so it's technically not a bug. But I inquired about this on stackexchange and it seems there wasn't any good reason for it. So it was possibly a mistake in the original paper that was overlooked.
So I wondered, is there any possibility of changing Clearcoat Gloat to Clearcoat Roughness, so that we don't have two conflicting terms in the shader? It would make it a lot easier for artists, and prevent mistakes in the future.