About the error: disconnect the texture the indigoShader may have in its color channel. The indigoShader itself will run into changes to avoid totally this confusing issue and akin. You shouldn't run into when using the Indigo Editor though, it makes things obvious. I'm realizing how much it is belittled and probably disliked and I take this on me.
Ok for your needs we'll have to use three materials and two objects because it is not possible to blend specular and null together.
One object will be the glass pane. We will model this small pane with thickness, from a cube. It will use a specular material with a mapped transmittance layer for the transparent mask. UVs placement will play a role here.
The second object will be a single plane layed over for the labels and drawings, with a clipped phong applied. Transparency and abedo at least should be connected to textures, and the phong itself will be plugged as the single entry of a layeredShader for a null mix. The geometry will have in fact this last shader applied, not the phong. Plugging an indigo compatible material into a layered shader is the only way currently available to use its transparency. If you are experiencing troubles tell me and use Maya's lambert and phong instead when applicable.
Edit: of course you can use only the cube transmittance if you can cope with a transparent red for labels.
1. create a cube and size it accordingly.
2. plug the texture representing the frame alone as transmittance layer. Black would be opaque so you'll need a dark grey.
3. copy the place2dTexture AE sheet or freeze the AE on it, we'll need to do some tweaks while the cube will be selected.
4. In a row, select the mesh, open the UV Texture Editor for visual control and change the texture placement so that at the end, only the top face of the cube will be mapped. Here are the supposed settings to tweak in the place2dTexture on a default cube:
coverage UV: 0.25 0.25
translate frame: 0.375 0.250
The result should be similar to the linked image. The five other faces are mapless.
For the labels:
1. duplicate/extract the top face of the cube or create a plane from scratch
2. position it over the masked face.
Important note: the distance between the two surfaces must be above 0.2 millimeter. Let me know if that's not enough.
3. create a phong, a layeredShader.
4. plug the phong into the layeredShader. Assign the layeredShader to the plane.
Select the layeredShhader and open the Indigo Editor. The materials transparencies are listed there !
5. set the labels mask as transparency for the phong. As a consequence of clipping, the color map could be done by a kid

You can blur and noise the clip map for use as bump.
Here are the main lines, hope it helps.