Well, first, we need to understand what a specialization does for a character, and what the underlying principles are that behind what makes a specialization.
As per our current system, a specialization encompasses the fighting style of a player. This is essentially 'if your character were in a fight, what would they do?' kind of question. The current 4 specializations covers a broad variety of fighting styles under the blanket of a couple of specs. Strength and Dex, for example, are melee and ranged. The spec. for Intelligence covers a wide variety of unique abilities and utility that can almost take care of anything, and the dom. spec. for beast tamers is great for its niche.
So the question comes; what kinds of things are not covered by the system as is? I spent a small amount of time thinking on the matter, and the thought occurred to me that we do not have a support specialization. Sure, Int. can cover the support field, but it has a utility that can cover all different specs depending on what element you choose.
So, Support specs, what would they cover? When one thinks support, you think buffs, debuffs, and heals. Well, when you really think about it, this kind of class is simply a mish-mash of other classes already out there. After briefly considering its viability, I trashed the idea, though some others may be inspired and think of neat reasons why it should be considered.
However, the thought of this brought me to my next idea; why does a specialization have to be combat based? Why can't it also encompass other types of strength? Leadership qualities, ability to manipulate guards, bandits, merchants?
Thus the Clout specialization was born. The Clout specialization is a social specialization that allows you to diffuse situations or escalate situations, as well as allows your character strong leeway depending on the strength of their personality. When rping, a Clout specialist deals 'damage' in the form of convincing NPCs that it is in their best interest to do something else, whether this be through the use of money, of changing their mind about their job, or through the influence of connections. This specialization is a very strange one, and would require thought put into how to execute it while remaining balanced, and the implications of what might be possible if the character encounters PC's and the PCs want to fight him. Perhaps he can 'Call in the local mob' to try to fight these guys off, or some such thing.
It's definitely a neat idea, though it needs work in order to be a useable spec.