SUpSUper, vga palette is just a pck convertion data, 6bit->8bit won't make any advantage. I'm totally agreed that "palette simulation" should work with ANY graphics, either old and new(added). That's why I've started this topic.. to gather and share ideas on how old palette shading(lighting) gradients could be simulated for non paletted 24/32bit sprites.
There's is a number of "hue ranges" in xcom1 which are getting more saturated when getting darker (more of deep red or blue in middle-bright part). I don't know how to simulate this, except for getting "default" sprites darkened to this middle-bright, oversaturated part, and then either getting sprite darker, or brighter. But when getting sprite brighter from this "middle-bright" we should not just multiply color components (that will lead to results shown in battlescape_palette2.png), but add some values (adding white color for brightening shown in battlescape_palette3.png). Though, it still far from original, since "oversaturated" (bright) parts aren't just "white" - they are cyan, or yellow, or orange...
It's possible to have sort of LUT, for significant bits of color components (for instance - 2 bits of red, 2 bits of green and 2 bits of blue, total 6 bits ->64 "brightening ways") so depending on what hue this color is closer, it will choose "overbright" color for it.. and it will work (I hope) for both old graphics and new will match original palette style. Or at least will be more closer to it.
I'm not very familiar with hardware shading, but I believe it's possible to make this "fragment shader" which will be using this oversaturation and overbright trick fast way. But as fallback it will use flat shading without this palette magic.