Varying Intensity of Texture Map Over Single Mesh I am trying to make the texturing more consistent on a lightsaber.

What I have -- I've highlighted important areas of contrast:



My issue is that the map (used to generate bump as well as coloration) produces far more bumps/dirt on the front half of the lightsaber (before the center switch/grip) as opposed to the back half. I have tried matching up the two parts' UV projections but to no avail.

My node setup:



On the .blend, I have two RenderLayers -- one for the lightsaber and one for the wood floor (this is because I use Microdisplacements and Adaptive Subdivision Surface on the wooden floor, both of which are tough on my GPU's memory). I have four UV maps for the lightsaber (for organizational purposes -- three are added together in my UVTexCoords node). I have an HDRI background and several textures (all packed save the HDRI, but you can download it from Textures.com, if you wish). Here it is:
You can use vertex paint and input the result with an attribute node:

here is a detailed mesh


Here is the vertex paint



Here is the node setup


and here is the result