The secret of the Texture Quality value.

I’m thinking quality is quality, whether or not it’s appropriate to the scope of a project and commensurate with the limits imposed by system resources. Just as one might choose or be forced by economics to stick with standard definition television, foregoing the higher resolutions of HD and UltraHD equates with foregoing (texture) quality. But, I appreciate your point, shooting for quality X is something to be deliberate about, not to waste time and expense gleaning all the value in a dataset (which may should have been downscaled on the front end) when in the end it’s tossed aside to satisfy users on mobile or such. That’s not my case, so was asking if I accurately described the function of the tools in RC driving quality, with an eye on max quality. 

All Wishgranter said about 4K maps was that they used the UV space more efficiently, I’m inferring what’s behind that, having noticed that one of say 10 or 20 of my materials usually turns up largely empty of texture data. This is something you only see once you export and view the materials in 3rd party apps.