First off, remember that pre-AH3 skins could only be 256 color bitmaps. no doubt that much of the pixelization you see in Mus's skin is a result of that.
Second, if you are baking in highlights to panels, you have to follow the shape of surface you are trying to mimic - IE: highlights are parallel to the leading edge. Not sure if your "aluminium cans" are just experiments with the gradient tool, but they are squared to the bitmap edges and not relative to any aircraft component's shape.
Highlights should be spread across any panel along the shape you are mimicing, not stopping at panel lines. If you are going for individual panel variations, then you need to concentrate on mimicing oxidation and weathering patterns.