I would say to preview the map/material in the engine. A small value difference most likely wouldn’t be noticeable to the human eyes, and if it is it might even help since it’s probably rare to see an object in real life be flawlessly flat with perfect 90’ angles.
If you do want to go through the extra effort though, follow your best render up immediately with a BPR render. Set up a BPR ‘Blue’ filter, blend mode Add and a blue value of 3. This may not be a perfect solution though, as it could slightly start to bring back a darker BPR border if I zoom in on the texture close enough (but that’s just the texture, again I’m not sure if the slight change in value would even be noticeable in an actual game engine, and if it would even survive the compression and mip mapping that may be used). A more sound alternative would probably be to just export the best render alone, load it in photoshop (which I do anyway to double check the border edges, the polarity of the green channel, and because I like keeping all my source maps on the same PSD file), and paste a new Additive layer on top of it with a value of #000003.
A third alternative is to open your Render Adjustments and add a Blue Gamma correction of 1.
Each of those give me 128,128, 255 on a flat plane.