Please let us change a SpriteRenderer's sprite at runtime in the future.

I just had to create 45 1-frame animations and use an Animator with an entire state machine in order to create an object that can have variable sprites at runtime.

This is extremely wasteful.

Uhm… can’t you just do:

public Sprite otherSprite;

public void ChangeSprite()
{
    gameObject.GetComponent<SpriteRenderer>().sprite = otherSprite;
}