You don't have to use this but I thought it might benefit the forum to see a demo of what I was describing with your previous Camp screen design.
Here's one that incorporates Playfield based fonts which as you can see are quite large.
I used one mid-line color change to give the stats there own color zone which wouldn't be too expensive with only 2 zones. And moved the camp fire graphic over one Playfield pixel since it was intruding on the Playfield column next to it by only a small degree, better to confine that graphic to the first 20 bits of the register in this layout.
Here's the same thing but without a mid-line color change where the stats share the same scanline colors as the camp fire graphic, not too bad as the gradient adds something to the numerals.
In the last setup the icons at the top are both Player objects be multiplexed to display 2 icons each. The 4 numerals per party member are split into 2 groups of 2 numerals done by multiplexing the Player object that isn't the character sprite while the second set of 2 numerals is rendered using bit constructed sprites made from Missile1 which uses 2 copies and multiplexes to produce the 4 pixel segments needed for both numerals.
While flicker is needed it would likely be minimal and perhaps with a mid-line color change applied to Missile1 and the Ball may allow them to fill in the spots being multiplexed by Missile0 instead which could get rid of the flicker or at least reduce it.
At the bottom I included the closer spacing option just for comparison.