I don't think you need to worry about working in linear space while creating textures. I think the only change in a linear lighting workflow is how rendering engines calculate lighting. In the past (and mostly in the present) game engines would calculate lighting based on gamma corrected images. Now they are lighting…
My understanding is that this is indeed the case for our color maps. They are saved in SRGB, and converted to linear space during the GFX pipeline, and that is ok because it's a fairly slight shift and it shouldn't matter much. But it does matter more when that shift is not with color/perceptual data, but with values that…
I hear ya, and we're on the same page, I just think that in practice it won't matter much whether you create your texture in gamma or linear space, as long as you know what your pipeline or shader system is expecting. So I think it's more of a game engine side issue that your programming team should take care of, so…