With that scan I improved substance designer part by introducing 'auto level' nodes for height and roughness map. The main reason was to use entire channel spectrum as most modern game engines has option on shader to control it's power anyway.
I didn't realized as surface had no strong shadows on itself during capture it still received obvious light from tunnel entrance without being balanced with side ambient light. In result I received albedo map I wasn't able to fix in 100% and texture is not as good as it should be - according to PBR expectations for albedo. It is visible as overbright top edge for the most shinny stones and a bit bottom one, horozontal shadows since sides are totally fine, clean and consistent.
Conclusion: I should pick surfaces with more consistent lighting coming from all directions if possible. Shooting in shadow to avoid strong direct sun lighting is fine until we are not shooting to deep in the a. .. .. . ;)