I'm sorry, what is the question?
Extra channels depend on your material. If you are using the standard material, you must use standard textures, like ARM. If on the other hand you make a custom shader, you can make use of all the channels you want in the same way as the ORM textures.
The engine has a number of inputs for textures, some vec3 like NORMAL, some float like ROUGHNESS. But using more will enable them in godot's mega-shader and have an effect in performance, so don't use them all at the same time unless it's necesary. You can assign a channel with r, g, b, and a in the custom shader.
And unless your texture has an alpha channel, you are not "sending" it to the gpu, it's RGB and it's lighter.
Aniso is an old technology, It's mostly used to simulate metal, but now we have metallic, roughness and normal, which combined can replace aniso. So I would only use it for stylized graphics.
As for the flowmap, Looking online I found this:
https://polycount.com/discussion/98983/how-to-paint-flow-anisotropic-comb-maps-in-photoshop
Good luck.