Since I am continuing to look into my issue with alpha when rendering the BMFont textures, I am wondering why store the channel information at all? Why not just have white text with a transparent background?
I tried doing that with the "White text with alpha" preset, then returning just the sampled "pixel" with no channel checking and oddly enough I got the same result (white boxes). This is while I am rendering an alpha tested texture with the same depth and alpha test set.