The ones I've found have a lot of problems:
1. They are DXT3 or something, which is a waste since they don't need alpha: DXT1c would be adequate.
2. They have horrible banding instead of a smooth gradient. If you hold something like an ebony shield up to the sun the bands of light overlapping it look really bad.
3. They don't trail off to RGB=(0,0,0) at the edges, but instead to a merely dark color. The result is a sometimes-visible giant square overlapping everything. (The Richer Textures mod doesn't have this problem, but it is kinda low-res and has banding.)
4. I'm not certain but I think allowing R, G, and B to vary slightly from white could improve the gradient even more, i.e. a finer gradation of luminance = (0.3R + 0.6G + 0.1B) can be achieved if R, G, and B can vary slightly.
With my skills, instead of using something like a gimp or photoshop gradient, It would actually be easier for me to write a C++ program to dump out a TGA with a radial gradient computed based on a formula. This should basically be done in sRGB color space and not linear space right?