Looks like you should try Sampler Object feature (core from 3.3). It separates texture image from it's parameters. So you can use just one texture with multiple parameter sets.
From spec:
Sampler objects may be bound to texture units to supplant the bound texture's sampling state. A single sampler may be bound to more than one texture unit simultaneously, allowing different textures to be accessed with a single set of shared sampling parameters. Also, by binding different sampler objects to texture units to which the same texture has been bound, the same texture image data may be sampled with different sampling parameters.
Looks like it is exactly what you need but you should definitely test it on the OpenGL implementation you are targeting and compare with other approaches - this is the only way to answer to anything related to performance in OpenGL.