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…
If anything, I wouldn't mind the idea of an adjusted Photoshop color picker based on proper linear values ... just to be able to pick more "attractive" colors when it comes to painting. What I mean by that is, making it so that picking a grey in the middle of the brightness axis (= 50% brightness) would produce #bbbbbb…
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…