My math was wrong in two ways. I assumed 32 light levels minimum in a night mission, according to Volutar there's 16. Also I forgot to account for there being multiple bits in a byte, it's 32bit RGBA, not 32byte RGBA which would be an extreme and unnecessary color resolution.
However the x-com map is not a static image, it changes throughout the battlescape turn. If there were a maximum of 256 tiles, like maybe a base mission, it wouldn't matter. (an X-COM base should have 3,600 tiles if a small facility is 10x10) All of this is irrelevent however as it would not make sense to load the pic for the basic hangar floor tile at 16 light levels ~900-1000 times for each and every tile. That would be silly.
But lets suppose we go on a sectiod terror mission in our avenger. We brought at least 1 of each weapon, armor type, and 4 different tanks. Also a male and female soldier are wearing each armor type. Finally the sectiods brought a leader, at least 5 different types of weapons, reapers, etc.
I'm pretty sure we don't need separate sprites for each type of unit holding each type of weapon, however we need at least 6 sprites for each unit type, for each position they would be animated in. (death excluded-everyone faces the same direction to die) We also need sprites for each type of corpse, and the death animations. Next we need sprites for every candy-shelf in the store, door in the apartments, sink in the little houses, roof tiles, etc. Keep in mind many of these things are larger then the tile too. Also there's still all the pavement, grass, dirt, scorched pavement, scorched grass ... I think you can use your imagination at this point.
Basically I find it hard to believe that 256 sprites is even half of it it. Am I off about the 64x64? If so, then that makes a huge difference and would explain how some of this as doable on a 80-286 in 1992.