So sorry for the late reply!
Yeah, here’s the problem - You’re using channels to denote things that are really specific in nature.
Take the example of the base engine collision channels: WorldStatic
This covers a broad range of possible objects as, for collision channels to be efficient, they should be used for quite a lot of individual objects.
The specificity you’re creating in your collision channels could be better achieved in certain ways, such as with actor tags to denote the type of object you’re dealing with.