Control the amount of gloss and reflection separately in a glossy BSDF material? I can control the glossiness/reflectiveness of a material by mixing a glossy BSDF with a diffuse BSDF and setting the mix ammount, but in that case glossiness/reflectiveness are linked. Is that so because they are linked in real world? The more shiny, the more reflective, no exceptions, is that how it works? How can I control them separately?

The material is used on a plane which is the floor for an architectural visualisation. Generally I would like the scene to be realistic but with the floor and background I'd prefer not to have the limitations of real world. What I need is to be able to finetune the amount of reflection on the floor while controlling separately the intensity of highlights/gloss made by lights.
At the moment, the reflection and the specular highlight are a part of the same ray (reflection rays) and thus there is no way to separate them, or control attributes for either of them separately.

As someonewithpc pointed out in the comments, it is sort of planned to be implemented at some point:


  Glossy BSDF's are unified for direct and indirect light, as in the
  real world. An option should be added to control the amount of
  indirect light a closure contributes, so that glossy shaders can be
  used without being a glossy mirror.


From http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ReducingNoise

If you would like your entire scene to only show specular highlights and no reflections (i.e. only direct reflections of light sources), simply turn the glossy bounces down in the light paths panel: