Hi Gary,
You shouldn't require any additional flags to specify a UV set on Arnold shaders, but if you're not seeing the UVs in the UV inspector then it's possible that the data isn't being loaded or its name isn't what you're expecting.
The first place I'd suggest you look is the
object section of the Scene Inspector. If you select a location in your model and check below the "Primitive Variables" heading it should list your additional UV set, if not then the data isn't being read from the Alembic for some reason and we may need a simple example file to help figure out why (a cube with an additional UV set named and exported the same way as your model would do) - or you may have more luck exporting to USD rather than Alembic.
To demonstrate how things should be working, I've attached an example script modifying the GafferBot model with an additional "uv2" UV set created via a MapProjection node projecting UVs from a camera, and then texturing emission with those UVs by entering "uv2" into the aiImage uvset parameter.
Cheers,
Murray