Texture Array Size

I never compressed runtime textures but you should be able to call Compress after you called SetPixels32().
That of course only makes sense if those textures don’t update often.
If there is anything special to TextureArrays then I can’t help, but it should be possible. At least you need one constant format for all that textures inside.
Maybe this helps, there seems to be no Compress method for TextureArrays.