Hey, welcome to the forums!
Sprite sizes do not matter. Especially if you're using modern engines like Unity and GM.
What matters is the
resolution of your art. I know, I know. It can be a little confusing at first. I was struggling with the same dilemma!
In engines like Unity, there's an option called "PPU" or "Pixels Per Unit" and setting it to a constant value for all your sprites will take care of it.
Example,
Here, the character and the tile both have the same PPU value, basically Pixels per 1 UNIT of the world.

And here, they have DIFFERENT values, which results in resolution differences
The ground tiles belong to gameboy
Also for some reason my old character sprite was destroyed by Unity and had weird color bleeding. That's why I don't use it, it's buggy as hell. (I opened it again after months, just for you!
The resolution mixing looks horrendous IMO.
As for other engines, it shouldn't matter as long as you're working on the same resolution. Example - You can have a 32x32 character and have 16x16 tiles (Which actually worked quite nice for me, and is what I use in the above example)
Blue = Character sprite size (32x32), Red = Character hitbox(16x32), Green = world tiles(16x16)You see, you have to get out of the "Grid" mentality. Each object is different. Sure, they're on a grid if it's a tileset, but an object can be 64x64, another can be 16x16. Keyword is the resolution. (sorry for repeating this again and again)
Sure, you can go for a completely grid based game but really, I don't see much of a point since if there's a larger sprite you'll have to split it into multiple parts, which is just not needed anymore.
And no need to be shy, we all were complete noobs at one point. I'm sure you'll get this though, it's quite easy once you manage to wrap your head around it. Good luck!