I already wanted to give you FTP access so you dont have to deal with all types of "vague" uploadsites. But i need to work out the details for a usable FTP.
As soon as i worked out a decent filestructure for your FTP ill sent you an PM with all the details. And i am way behind in everything, and i am also collecting all bugreports that i have gotten in the last year. Those too needs to be fixed as well as solving a few other problems.
With the release of those updates than the available textures you have for utx packages should also be included.
Diehard, I hope this makes sense and that it fits the scheme of the 3 versions.
There did slip a few errors in your calculations

This page probably gives the best overview for all formats: [url=http://www.unrealtexture.com/Unreal/Website/Projects/ConversionProject/Photoshop/TextureCalculations/TextureCalculations.htm]
Texture Calculations[/url]
But its no biggy as long as all sizes needed are present, and they are from the looks of it

I have not downloaded them yet, but will do when i am ready for it. Than ill have an actual good look at them.
The calculations i always present are not always obvious, and at such moments its not a bad idea to have a look at the charts. And i am not lying, i often use them myself as well, to find out what the correct formats are.....
And alot of thinking went in the correct sizes. The HighEnd textures are pretty much straight forward and are more easelly to calculate yourself. And they pretty much reflect the original sizes in larger format. LowEnd they sometimes are cut to odd sizes and you really have to look them up in the chart. But they really are cut where performance may cause a risk. The LowEnd packages can basically run on any type of videocard with no hasle.
The ExtremeEnd on the other hand pretty much dont have a calculation. They simply are added to the most redicouous sizes likelly possible

I guess the only step further you could make is have all textures regardless 2 or 1024 pixel originally have them all 4096.
But as said, the HighEnd calculations are the most straight forward.
On the lower end you should never go lower than 256 pixels on S3TC. If you do than the compression damage done to them exceed to gain your would get. And this became very apearent when i made the radar animations. And in reality you shouldnt even go below 512, so if it wasnt for performance reasons, i would always stick with 512 and higher.
And than sometimes i deviate from the calculations, like the crates, they were added larger than the calculations. Simply because they represent Unreal that much, they needed to be high res regardless. They can be found in virtually any map, and if you see a screenshot from "whatever game" and a crate is visible, anyone that ever played Unreal, recognise, ooooh, this MUST be Unreal!
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