BIG!
They do say bigger is better...
The current maps are 4096x4096x92. This is what I used for Dog Fights. This was acceptable for TV, though I think film likes them even bigger. I dont think a higher resolution is as important as the size. No matter what the resolution, your end media will dictate your map size.
This is good close in so why go bigger at this point. Also this does not reflect in your final render resolution...which you can set for what ever format you're working with.
There will be 6 color maps when I am done. The engine and metal bits all share the same map. The smgs have their own aswell. I like to have more control over my maps so I tend to use texture maps as opposed to procedural maps.
Along with the color maps included in the shaders are the bump/displacement, reflection and specular maps also.
Another thing I do is if I want to get something really crisp, I'll just map it to a large piece of the texture. For instance the zak plate on my top wing is actually mapped to an area that is 3 times bigger than the rest of the wing. The same thing can be done mapping to a decal layer in your shader.
I still generally work in the tiff format but most apps now support psd files. Tiffs however offer a form of lossless compression , which is nice as some of these maps get to be huge in terms of file size.
lol, hope that was helpful.....