It was a little over the top, but It's fine and doesn't bother me.
It would be wise to note that most of us modders are creating graphical extensions to Sins. For example, I have 171 custom textures already for my mod and the graphical component is not yet complete. I will also have around 130+ custom meshes.
Considering the two main things that limit sins is cpu and memory with the latter being the most problematic. I was simply asking if/when you plan to follow some of these guidelines. If you choose not to then that answers the if question.
Additionally, the idea of optimizing the textures is to simply reduce the memory footprint used by this mod and possibly make it more accessible to players or other modders, many of whom are looking at either merging TSOP or incorporating elements that make sense for their mods to keep the memory footprint below the 2GB limit. Besides establishing a standard for defining how textures are incorporated into sins, I don't think this would devalue what you are providing as a custom effects mod, but that is up to you to decide.
Also, I don't find it very ironic that people would want a optimized graphical effects mod. IMHO optimization is a required step in graphics, software development or what have you. Any gains in performance or memory usage that does not detract from the desired output is a net gain and shouldn't be overlooked. If you are simply trying to push the limits of what Sins can do graphically then I applaud you because A LOT of your effects are really stunning.
In regards to how to convert tga to compressed dds you can simply use Gimp and the Nvidia DDS plugin. I would save a master copy of any high quality textures you have if you follow this approach.