The first two have nothing to do with material channels. Deposition is a map showing the deposit of silt, sand or earth on a terrain – like when a river leaves sediment in a tributary. A flow map shows the flow of a substance – presumably water in this case – and where the landscape has been eroded. You would most likely use these as different colour maps, but they can be used in various channesl, depending what effect you were trying to achieve,
For example, you could use the flow map to make the terrain shiny, as if there’s water on it, and the deposition map can be used to alter the colour of the landscape.
AO – or ambient occlusion – can go in the Diffusion channel. It will just make certain areas, which occlude light, slightly darker. Frankly I wouldn’t worry about Rough AO; I’ve never used it.
Yes, the Diffuse map is much the same as Colour or Albedo (though Albedo can be slightly different in some workflows). This goes in the Color Channel, unless you are using the PBR system when it goes as a Diffuse layer in the Reflectance Channel (which I admit is a bit confusing). Reflectance is another whole discussion.
If you have a Glossiness map, it’s simply a Roughness map inverted. You can use it in the Reflectance Roughness channel, but switch the black and white levels from 0 to 1 and vice versa, to invert it.
Bump is very different to Displacement: Bump is more of a CG optical illusion – it only looks bumpy, but the surface is flat, whereas Displacement actually generates geometry at render time.