Interesting texture choice. Looks more like molten gold than just gold. The wood texture added was a good idea.
Use a wooden texture overlay to help define the wood. It can't just look wooden, it must *feel* wooden. Better yet if you could create a normal map to define the wood that would be a big improvement.
The way the texture flips between 'gold' and wood on the grip seems a bit scattered to me. I recommend examining real world pics of the M9 to determine where different parts of the weapon separate/meet.
If you want gold to *feel* like gold it needs some specularity. Add a limited amount of shine to the Alpha channel on just the "gold" parts.
I sometimes use a light touch of 'static' shading (meaning I draw light and shadows right on the texture) to help define the illusion of height and depth on different parts of the model. The normals and the model itself should do this, but a 'slight' touch of 'static' lighting in key areas sometimes helps.
Be sure to compare your work to commercial games, or to highly rated submissions here at GB. Notice if anything is missing or different that can help you improve.
Lots of great texturing tutorials here at GB, and at my fav BF modding site battlefieldsingleplayer. It's wise to put to use the wisdom of those that have gone before us. :)