I’m not sure if this will be readable here, but it will be if downloaded. Just a quick rundown of the basic steps I took. It’s something that’s doable in Blender without Substance Painter. All you’d need is two materials, one darker and rougher than the other and with its height lowered by a bump node and then a new image used as a mask controlling the two of them in a Mix node. Substance Painter is just a lot easier and more fully featured (I’m sure Blender’s feature set will be improved in this regard in future).
Oh, and I forgot to say the Xolotl addon linking Blender to SP makes it a simple affair to send the materials back from SP to Blender when done or update them after tweaking. The downside of this whole workflow is that I ended up with separate 4K texture sets for each and every one of my materials, despite them all sharing the same UVs. There are ways of combining all these into one set though, which I didn’t do on this occasion but might in future.
And another note. Despite talking about Height this whole time (and exporting a height texture I think), Substance Paiinter does convert Height information into normals for you and this is what I used in Blender. For this kind of depth of engraving/etching normal maps work perfectly fine. No need to muck around with height and displacements.