On the one hand having channels directly available in most tools is a time-saver. And it allows for non-destructive channel handling, which is brilliant.
Yet the other side of the coin is having to deal with PhotoLine's obstinate refusal to work directly with the channels in the Channel panel and the lack of an alpha channel displayed in the channels - those things can drive me up the wall at times. And there are inconsistencies in how PhotoLine works with channels because of this.
For example, the ALPHA channel is referred to everywhere in the tools. But when the user checks the channels, that alpha channel is nowhere to be seen!

The user does get a "special channel" when a mask is selected. But that is quite confusing, in particular because every single other major image editor ALWAYS represents the overall transparency as an Alpha channel.
As can be seen in the above mockup: a preferred solution would be to display the Alpha channel and display the selected mask as a "Selected" channel - because that is what is happening: a mask is selected. So a selected mask channel.
Editing a channel can be a joy but also a trial in patience in PhotoLine. It is great that we often do not need to work directly in the channel panel, and merely select the channel to work in via the tools or adjustment layer settings.
But larger edits of these channels is frustrating:
- it is not easy to copy and paste parts/selections/lassos of channels to other channels. It requires a lot of steps. The lasso tool does not work with individual channels like other tools do.
- it is not easy to copy and paste a channel from another file into a channel of the current file. The user will have to use the Change Channels dialog for that.
- not all tools have channel tools options: the selection tools miss these.
Another missing part is custom channels in PhotoLine. Yes, we can define spot colours. But it is not easily possible to create a custom channels for various purposes in print and game design, because PhotoLine's channel design doesn't accommodate for those easily. That is also why custom channels are loaded as regular layers. There is no clear distinction between custom channels as they are understood and used in the print and game dev industries and "layers" in PhotoLine.
Loading image files with multiple custom channels results in these channels to be converted to regular layers.
I still haven't figured out a way in PhotoLine to save the same file with these channels intact. There probably is a way, but if there is it is obscure.
In short: the workflow becomes arbitrarily harder because of this. And complex to understand.
For example, suppose I want to pack channels. Channel packing is a standard technique in game design/development: instead of using separate texture image files that comprise a material for texture mapped 3d objects, different texture maps are placed in a specific RGB channel.
The orm standard for this works like follows:
- The Base Color, Normal, and Emission textures are saved as individual files (as TGA, PNG, or BMP)
- The Ambient Occlusion, Roughness, and Metallic textures are saved in a single channel-packed texture to reduce the number of texture loads.

Ideally I'd just be able to simply copy and paste these image maps into one of the channels. Show only one channel, paste into it in the view. Make selections of parts of images, and paste those directly in the channels.
And I do use the Change Channels command a lot, but it seems to break when I try to copy 16bit greyscale images into a RGB file. It doesn't always want to work. Simply copying and pasting data from and to channels would make life a thousand times simpler

Some suggestions how channel handling would become a joy to work with would be:
Essential:
- Allow for direct copy and paste from and in channels between files, etc. when only that one channel is visible/active.
- When only one or a limited number of channels are active in the channel list, automatically switch all tools (that allow for it such as drawing and selection tools, and tools with channel options) to work with those channels instead of requiring the user to manually switch to those channels in the tools.
- Add an Alpha channel to the channel list.
- Edit individual channels directly with the core tools when one channel is active and displayed.
- Improve file export support for these custom channels.
- The ability to create custom channels in the channel panel.
- Save selections as a custom channel