It would be interesting to tackle a 32 / 64 color palette sometime. I remember Ptoing and I musing about it. It's almost daunting though, seems like a lot of work getting the most out of ramps, 'cross ramps' while covering the most useful part of the spectrum (like I histogram'ed). However, while the 'generic' 16 color palette was kind of geared towards being useful for games with smaller sprites, a palette with more colors could also be used for demo art (i.e. traced Boris Vallejo paintings

), photos, etc. The, uh, color space weight field of useful colors would be different. I started a bit on a tool for visualizing how ramps relate in color space, but didn't get very far. Just imagine little pearl necklaces jumbled into a cube, cone or cylinder. with R,G,B or H,S,V tied to any of the dimensions (Radius, Angle, Height)
http://androidarts.com/palette/A warning: Don't screencap the Color Table in PS (5.5 atleast) and rescale down to 16*16 pixels to make a palette image. I'm guessing that color profiles or something affects those colors, so they won't be the same as on the canvas.
( I may have mentioned this before, but my CRT monitor was slightly mis-calibrated when I/we did the 16 color palette. Then I re-calibrated the monitor, and it got a little better. However, now I have an iMac with 2 flat screens, but of course, there are still calibration issues. Also, one of my eyes has a red hue and the other a green. Maybe the amount of color receptors varies. Anyways, before I had calibrated at all I couldn't see any color below 20-30 (grey) well. This meant that I was mostly working in a shorter range, making my stuff too bright and grey. I have to curve a lot of my older stuff. I'm not sure if I've calibrated the palette for the iMac LCD yet, it seems the latest version is 20 and it was made on the old PC. I might need to adjust it for brighter back-lit LCD screens. )