The secret of the Texture Quality value.

I’ve been wondering about the ins and outs of controlling texture quality myself, which begins with Optimal texel size setting, but then continues with the Unwrap parameters. If one is interested to glean the most from the source data for high res textures, then I’d think you’d want to closely match Optimal texel size with texel size and pick as high a number as system resources will support (largely about RAM, in this case) for Max texture count. Yes? 

I recall Wishgranter stating that it’s a more efficient use of UV space to select 4K textures than 8K or 16K, that this produces the same texture quality, assuming you compensate for the smaller texture maps by upping Max texture count in return. I always see one of the texture maps using just a tiny portion of the whole map for texture, believe this is what he’s talking about. Texturing fills up so many maps, any leftovers have to be assigned to the a map, even if the remaining space is wasted, so better to waste space on a 4K map than a 16K. 

Does this understanding accurately reflect RC functionality?