I haven't seen paletted textures being used at all in shaders anymore. I think it'd be much faster too by using an 8-bit index per texel to a 1D texture containing 32-bit color data. If alpha texels have quite a lot of variance, just the RGB values could be stored in the 1D texture, and the alpha channel would be stored in a separate channel --since it's usually stored in 1 byte of data anyway bringing alpha textures to 16-bit textures with varying transparency (unlike 16-bit color textures), etc.
This is assuming that only 256 distinct colors are being used in the palette which would only make the 1D texture 256 pixels in total. The benefits, however, would be:
-Much less data needed per texture
-Much less memory consumption because the paletted texture
-Much less data to upload to the GPU on texture swaps
-Faster texture reads in the shader since there's less data to scan through (I'm hoping, I'm not familiar on how GPUs handle texture data)
It would require a little more effort to read these textures, and more instructions per shader per lookup, but I don't think it would be a big deal. but the largest benefit --less memory consumption. Mipmaps would probably have to be generated offline, but I think there are quite a few benefits here.
I'd like to make a game where the characters have really fluid animations in OpenGL ES 2.0. Animated vector graphics don't seem possible at all unless 3D modelers get involved. It's too bad ToonBoom Studio has the level of animation I'd like it to be, but it's exported as rasterized sprite sheets.