I personally always assume that someone putting forward an idea without showing any work that has already been done doesn't have the ability to make something themselves or they'd have at least started working on something already to see if their ideas are feasible and to show potential helpers that they are serious about this. Countless people have made countless suggestions since even before the game was released. 99,9% didn't go anywhere because the people that came up with the ideas were only visionaries that come up with ideas, and not the people that would have to put in the countless hours to make it a reality. Besides instantly making people biased against the person putting forward the idea for perceived lazy attitude (getting someone else to do the actual hard work) that also means that most of the time their ideas lack realism due to a lack of experience. Either it would take a professional gaming studio months of full time work (and therefore hobbyist modders years) or the ideas are actually technically impossible without access to source code. And again making or editing configs and scripts is something a fair number of people in this community could do, but actually developing a game engine is reserved for the very few like Kegetys or Fearsumenjin.
Regarding the original texture size for OFP it should be noted that a model's textures are not on a single uvmap (texture), but are spread out on a handful to up to hundreds of separate texture files. I did the April Fools joke with the T-55 and that involved 147 texture files. Many modders use less texture files (but larger resolution) than BIS did. So saying "256x256 for objects" can be deceiving if you're not experienced with modding original files. With Invasion 1944 we did a test where we had initially done the same as BIS did, to break up the textures into a number of smaller texture files because that was just what was learned from looking at the original files and so people just went with it, but during the test we used a program to merge textures together into larger files (so for example merging four 512x512 files into a single 1024x1024 file). This had no noticable impact on performance, but this was around 2006-2007, so it might be that when BIS did the limited amount and speed of RAM and cache available circa 2000 meant that caching larger files was too much of a strain at the time. There is a limit to the ability to do this just because of the age of the engine. I remember someone did a very high res (2048 and 4096 IIRC) retexture of an original island and that wasn't a success (4096 especially) imo in terms of performance even though our PCs are all considerably more powerful than anything BIS used during development. Even modern games don't use files that big (4096) for just everything, except for core items (more on that below).
Someone who was studying game development told me that his teachers said that using very high resolution textures was pointless because a screen can put out only a limited amount of pixels anyway. Like a run-of-the-mill screen has a resolution of 1920x1080. An object with a 4096 texture would look just as good as a 2048 texture one except when viewed up close but would be more taxing on the system. Essentially wasting resources. With 4K screens that same would be true for 8192 textures. Yes there might be a barely visible improvement in image quality, but it would be far outweighed by the impact on performance and having a game that looks great but can't be played at a good FPS won't sell very well. There is also the size of the object to consider where size of the intended object (physically speaking) dictates the size of the texture file. So not using a 2048x2048 texture for a bucket no matter how many times it will be shoved into the focus of the player's view. Some studios can't be bothered to optimize their files or compress them properly leading to overly large installation requirements and poorer performance than is necessary. There might be hundreds of artists working on a game, but the installation is made by only one person who brings it all together. And he is the only one that cares about the size of the game, the artists primary focus is about making their art look as good as possible and smaller texture sizes and good compression are detrimental to that.