This is incredibly important to the industry.
Not having access to more memory is very limiting these days.
For instance, for those of you who have read Elemental: Destiny's Embers, you know that the Fallen aren't just "big humans". They are, effectively, a collection of fantasy archetypes. The Ironeers are supposed to be dwarves.
But we can't have lots of equally equippable body types because we can't fit it in memory. Obviously budget is a limiter as well but FE has, effectively, an unlimited budget. What we don't have is unlimited memory.
Out of curiosity, how much do you consider this also a design issue rather than just a memory limitation issue?
Elemental uses stuff that takes up a lot of memory. I assume all the equipment is shown on the units, in the sense that a unit that is given a red cloak also shows a red cloak on the strategic map. Isn't that a huge drain on memory? Or is the main drain something else than the bodies & equipment?
Could dropping details on how units are presented on the strategic map enable you to concentrate more on adding the stuff that is now missing? How about dropping something else?
Sometimes less is more.
Edit: I'm glad to hear the fantasy archetypes are present in the lore. Hopefully they come more to the fore in the future. And regarding the memory drain, I've worked on design and implementation of mobile game platforms of three different companies, so optimization is a nemesis of mine. Getting a game to fit on 64kB of memory with limited ram and processing power requires you to squeeze your resources until you hear their muffled screams from your hard drive.. and I did feel the big decisions are made in the design. Implementation can squeeze you more bytes, but in the end the larger boundaries have already been set.