Performance optimisations and opacity Masks... ?

By having a mask in each channel RGB and A, im optimizing my texture budget, that was my point of merging 3 or 4 masks into one texture. However opacity is not free and it comes at a cost. My understanding is as bigger the opacity part “area” on my texture, so bigger is the cost to render it…

So the question is, is it better to use 4 seperate textures for each decal instead of merging them all. So they are no longer merged on a 2K mask… Instead every mask would be made of a much smaller texture which would also reduce the masked out “opacity” area on every individual texture or decal.