Hello @Anonymous,
The blend material has 3 buttons labeled "Interaction" next to the material loader slots in the material settings. Clicking on any of them will allow you to preview that material in the viewport, so you can switch between your mask, your carpaint, or your sticker there. Please try that for me!
interactive.png
So if you have a lot of stickers, this becomes a bit more complicated but not impossible. The key will be to layer them up with the composite map. (Not composite material.) You can create it by clicking on the diffuse slot of a material or going into a texture map on a material and clicking where it says 'bitmap' in the upper right.
The complication comes from the fact that the 'composite map' texture has a few bugs in it, which make it hard to use. (I know, annoying. I logged it myself.) So for right now, the composite map order cannot be changed. It looks like it's changing, but it isn't. The other problem is that images display as a black strip in there instead of their thumbnail, and that can be confusing too. To make it easier to understand, I have attached another scene file with this more complicated setup using multiple map channels and texture maps (all named this time), and you can find more information about the features of composite map here.
I suggest putting the maps and masks in the same composite map in the diffuse channel and leaving the cutout alpha out of the material for now. Then, use the masks from the diffuse composite map as a new composite map for the Mix amount in the Blend. Each layer except the bottom should be set to screen for the masks, and for the diffuse it won't matter since they all have alphas already as part of the composite map masks you put in. I tried to make this easy to follow in my file, but you might have to play with it a bit to get familiar.
Best Regards,