Thanks for the tip daniel_3DIM. For that texture, I did need to crop off just that one piece. The cropping tool was the one I was looking for in SD, like having it cropped to an SVG or alpha channel when it blends on another node.
I did make a quick test and cropped a duplicate texture file, keeping only the height, and tightened the width, so it was at 64x2048, rgba. There's additional normal maps I added done on SD, which was 2048x2048 and placed on the map according to the UV map. I tested both the Relative to Scale option and Absolute option to get the result I need. It definitely works the way I wanted to, the result was quicker.
I did another test where I cropped another duplicate of the texture file, to the area where I need only, so it was at 64x512. For the additional normal maps that are placed on an area for the UV map, I made an SVG node to mask that portion only. It's still 2048x2048 on that node, but the alpha is on cutting off an area in the map. I was looking into possibly blending the 64x512 on top of the 2048x2048 map to the area where I need it. I'm a bit stuck at doing it this way, or this is probably an incorrect way to do it.
The previous test where the crop image kept the height of the original map worked great and was able to just mask only the area needed.