to get different material properties within the same material, you just use multiple greyscale images in the material, to control things like roughness, metalness, emmissive, etc… you can pack 3 or 4 of these images into a single texture, using each RGBA channel as a separate greyscale image, and you can use multiple textures in the same material
http://wiki.polycount.com/wiki/Modular_environments
http://images.purepolygons.com/building_tut/build_tut_05.jpg
https://www.artstation.com/artwork/LmGeK
and as far as organizing the textures, that can be a tricky thing to plan out. usually, for a PC game, you have tilable textures, trim textures, prop textures, and decal textures. trim textures are like tilable textures, but they only tile in 1 direction, and they are often packed with many trims in 1 sheet. decal textures are where you put any details that need transparency, like torn cloth, light shafts, grime, etc… if you want alot of architectural variety in one area, without killing your frame rate with too many draw calls, its good to atlas many textures into one. this is very important for mobile, but it helps on PC as well.
http://www.vicbonilla.com/images/3d_images/Textures_Venice%20Atlas.jpg
when you combine a bunch of trim sheets and prop sheets like this onto a single texture, and also have a few separate tilable textures, like brick, stucco, and roof tiles, etc… you can get most objects to have 1 or 2 materials, which is good on performance.
so for your examples, i would start with the wood. make a generic tiling wood texture, so you can cover large areas like table tops, then make a separate damaged version that you can blend between with a mask. then make a tiling wood floor planks texture, then make a tiling wood trims texture. the wood trims will be where all the wainscoting panels and moldings go. then make a wood props texture, where you put the odd parts like broken pieces of wood, wood arches, keystones, clock faces, locks, door handles, etc… basically knobs and junk.
if you set up a master wood material, and material instances that swap out the texture parameters, and make that master wood material multiply its grayscale masks against the model’s vertex color, you can basically use this small set of wood textures for all of the wood in your game. on mobile, it would be a good idea to atlas all of these textures onto large sheets, packing them into 1024 or 2048 textures. but if you pack tiling trims in a way that doesn’t allow them to tile, you have to cut loops into your geometry based on where you want it to tile.
for brick trims, this is a good reference:
here’s an example of stone building facade textures:
and if you want an example of faked 3D building window material, for upper floors of buildings, you can look at the materials used here:
http://www.thiagoklafke.com/makingofsampa.html