It is adding more textures to drawcalls and held in memory, there aren't many games out there using muti textures and those that do use very small texture sizes, relying on the normals for details. An Atlas sheet is normally used, (not a single texture spread over several models which some call an Atlas) it has several textures built into one large texture sheet which is shared by several models and requires a single drawcall for diffuse, normal and spec.
You haven't seen much of this in FPSC as there is no point in providing a user with several models when they may choose only one and call a huge texture for it which uses only a small part of it. Atlas would normally be done on the developers end where they requuire several small deco objects throughout a level.
The reason I mention all this is to point out that though some engines may support multi texturing it is not something you will see much of in an actual studio produced game, if used at all it would be used sparsely, if a modeler can't uv map a model properly there isn't much chance they would go to the lengths of creating a proper Atlas for
games use.
If these are being sold through the store they must contain the info on how many textures are being used and the fact that there are three of each, diffuse,normal and spec. I agree in some cases that multi texturing would be necessary, but if it is to be used as a way to avoid properly texturing and uv mapping
game ready models for sale around here then it's going to be a bad move.
It is already the case that the store requires some models to have an excessively large texture map for models without increasing this using multi textures to the extent that the engine will crawl,or crash, which does no favours to the development of this project. This is game design software not a modeling program.
If you don't believe me wait till the conkit comes out and mangles all those textures into an Atlas reducing the quality right off on export/import.
It is a balancing act and not something to be too freely used, there should be good reason for using multi texturing, not simply because it is more convenient for an Artist who can't be bothered with uv mapping to export it and upload quickly and for the store at least some sort of guidelines must be in place for it.
A funny thing happened on the way to the forum...