Critical problem with normal maps in MSFS (Blender workflow)

Sorry, I don’t actually have experience with editing these normal maps, but that doesn’t even look like sensical data. Can you check the actual formatting and bit depth of the channels in the “normal” normal maps using something like the Nvidia DDS tool? I’m throwing out guesses that the normal map is something like A8L8 (two 8 bit channels) instead of a regular RGBA with 8 bits per channel or something?