Yeap, that one isn't too bad. I guess the main problem here is that you don't know what kind of situation your end customer will use your textures; you dont know what kind of lighting it will be on, you dont know the shader tech and you dont know the engine it will render it either, so you need to make sure you find that sweet spot.
That's why Kedhrin mentioned the luminance standards, I think this standards should maybe be a mean around 128 just to make sure you're using as much color space as possible. Although a mean of 80 is still acceptable for many situations I reckon. Just make sure you dont to bellow 50 or more than 200.