You need to decide a level of detail for your images or scenes.
It is useless to use an 8K concrete texture for a wall if you will be doing aerial shots, or using a 16K fabric bump if that fabric will only be visible in a reflection. Same thing for background elements.
I do Arch Viz for large projects, and my minimum is 512 textures of far-away, non-important elements, then play with 1024 or 2 K textures for middle-ground elements, and only use 6K or 8K for close-up elements. I used large images doing Matte painting for a while, but that was on a production company, and we didn't use Max for those renders. But back to the point, review your shots and choose the level of detail for your models and the size of the textures based on how visible they are or how close the camera is.
If you were trying to cover large surfaces, then you need to create a shader that combines small-sized textures instead of using a single large one.
Also, keep everything 8 Bits, only use 16Bit images for bumps of very close-up images.