So, I realized my problem was the lack of understanding how deferred shading differs from forward pass rendering. Putting tangent data in a deferred engine wouldn't make sense where I can encode and decode the tangent and biTangent from the normal map already. That's what the spheremap exactly does. The math is confusing because I'm not a mathician and I hate math. I tried to break it down as much possibly why in the world it works the way it works. I believe it takes the colors from the normal map and translate it to object or world space.
In forward pass rendering where it calculates the light and the geometry data each draw call - that's what got me confused; What really confused me was the whole topic of this thread was about transforming tangent space into world or view space (object space) before rendering it out to the render target. Last night I've became frustrated on thinking how do you transform tangent space into view space. Transpose(TNB) gave me a closer idea what was going on. I stumbled upon this deferred shading demo that I downloaded and it had spherical normal mapping (spheremap). I plugged it in my gbuffer shader - now I can safely say it works. I looked at the code where the encoding and decoding parts to figure out how does it work. I suck at math but my guess is that it essentially transforms the normal map data into object space or view space.
Tangent normal maps look different than object space normal maps - thus giving them the effect of depth when lit.
So back to your question Phil - now does the specular lighting change when I"m in relation to the light? The light is at (0,-1,-1) inverted (0,1,1) When the light intensity is above 0.0 by the dot product ot the normal map and the light position then the reflection of the specular if full when I'm facing the object at 0,1,1 but dims when I'm viewing at position -5,1,1.
It doesn't pop back in nor pop back out like it use to - so I can safely say everything's in running condition. It wasn't just me that was confused about the difference of rendering normal mapping in deferred shading - a lot of people was unsure also.
So that's all for now. Thanks Julien and everyone who contributed to this thread. Also thanks for Phil for pushing me in the right direction.