Hello @JCD37,
What I often do is use an instance of the map or map network in the diffuse and self illuminated slot of a standard material. Then I bake the pass as "Complete Map" with no spec or anything. Or if your preferred renderer has a Self Illuminated Pass, that's basically the same thing as a surface shader in the mr material. You can do it with an Arch and Design as well but then you have to turn off reflectivity so I don't bother.
However Vusta's method also works on some level, but you need to be in the map channel you want to bake in the material. If you are on the top level of the material, it will be grayed out. Also, it doesn't pay any attention to the object's UV's (since it's baking it out as applied to a plane) so I'm not sure it's super useful for baking procedurals into UV's. For example if you were using a cellular map to put scales on a lizard for a bump map and wanted to bake that procedural to a 2D map, it wouldn't be great for that.
Also note that in the file you attached it's making new uv's on channel 3. The automatic mapping is a bit dodgy for most applications, I think it's best to "Use Existing UV Channel" in the RTT menu. To each their own, however.
EDIT: Added a note to put the map in diffuse too in the initial sentence. It wasn't clear.
Best Regards,