To minimize banding your textures need to be very close in each successive slot, so while you have 16 textures, you can't really have 16 completely different types without noticeable banding if you paint.
The 1st slot is used for paths it is the only one that can be blended over any other texture, since it is a separate layer above the rest.
The terrain looks great if you don't paint it at all - other than using slot 1 for paths - and just let the terrain height and the variation slots determine the blending.
Your _D must have a alpha channel and save it as png 32 (24 with transparency). The alpha controls how shiny the texture will be in GG.
Save your _N as dds.
GG creates a single texture map from all the textures in your pallet. In the process creates the required .dds format for the _D's.
Reliquia....
aka OldFlak
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