Okay, so – as painful as it was – I baked the wall material to a single texture. For experimentation, I made both 1K and 2K color and normal maps, and then I brought these into GIMP and made them tileable. Because the wall is a flat surface and meant to be tilable, I did not bother with an AO map.
I know that Kent said in the last stream that he wanted to aim for 1K (1024×1024) textures, but I the wall is….honestly a larger feature than most of the other objects in the scene, even when divided into sections, so I figured it was worth seeing if going 2K with this texture was worth the overhead.
As you can see (you may need to view these in their own tabs), there is the expected visible quality difference between 1K (first image) and 2K (second image) when viewed up close:


However, when viewing the whole house, the difference is only marginally-perceptible: (same order)


Unfortunately I lack either the tools or the technical competence to be able to tell the difference in memory usage between the 1K and 2K tilable textures and just using the raw procedural material. The memory display in Blender’s info bar did not register a difference between them. The texture sizes are:
1K color map: 555KB
1K normal map: 5,762KB
2K color map: 8,886 KB
2K normal map: 23,054KB
So, @theluthier and @blanchsb, what is the final verdict? Whichever one Kent gives the go-ahead on, I’ll apply the textures to the rest of the walls and adjust the UVs a little more to get what I think is the best look.