I'm somewhat nonplussed, my friend.
From what I've been able to see on SketchFab so far, it seems like when an emissive material has an accompanying map_Ke, then there's no additive or other blending of its emissive areas with the diffuse or any other map in the same areas at all. The emissive map just overruns everything else, and its image must be detailed enough to substitute the lack of other images in these areas, if needed.
I do not then understand how it may go along in the same shader with the meshes that are emissive entirely, have no emissive maps and rely only on their emissive color component for mesh coloration. I need more time to search through SketchFab for reliable, even if simple, examples that would preferably contain emissive meshes of both kinds, map_Ke-textured and untextured, to learn the algo they're using.
In the mean time, enjoy yet another patch that allows for a FOV switchable between 20 and 45 degrees using the menu. 45o makes it much easier to explore the interiors of cars, rooms and buildings.
(It seems like I've begun to feel myself definitively better starting 5:00 this morning. I hope my productivity will improve accordingly from now on.)