If you've got a streaming setup similar to Unreal's virtual textures or the more recent stuff enabled by dx12 then texture size really isn't a concern anymore and you can chuck 4k or bigger maps around as much as you like. if you don't then texture size very much is a concern and 4k maps are generally something you want to avoid
either way though, as I was trying to explain to some render programmers a while back, authoring really big unique textures is much less efficient and manageable as a workflow for most assets than using tiling maps, mask blending and detail shaders etc. so even if we could chuck infinite texture data at problems, we still wouldn't want to.
Glad you figured it out, and that you shared the answer!
For next time, it really helps to indicate the software and the version number, preferably in the subject line. That helps pull in people who might know the software, and a potential solution.