Hey ya, technically they don't swirl around the highlight. Those micro scratches are all over the surface, they do become a little more visible closer to highlight due to their "micro depressed nature" since every "scratch" has its "walls" the light reflects in those that face the highlight and that's how this effects is produced.
Generally, all you need is a really fine scratch map for roughness. And maybe a lighter version of it for normal / bump to support the surface variation. And, well, a highlight (read light source)
In other render engines you could've mapped this roughness threshold to camera angle, but since there is no nodes support in Maxwell at the moment - I guess this is the closest you can get