The technique they were using (especially Rare, since Factor 5 actually had its own unique and improved SDK AFAIK) is limited though. It's not like every other developer could apply it to their games, especially ports, in an extensive way.
Making very small pieces of textures and reusing them over and over again will only work for games designed around certain kinds of environments and, even so, you're only mitigating the texture quality problem, the texture variability will still be limited by the cart storage.
There's a reason why titles such as Rogue Squadron, Battle for Naboo, The Infernal Machine, Banjo Kazooie and Conker's have a tons and tons of grass, sand, mountains and caverns; 'cause those earthy themes don't need complex texture patterns, you can abuse of texture repetition too.
Have a look (real hardware shots from a NeoGaf discussion):
http://i.imgur.com/5KORrDN.jpg
Despite the fog, It still looks good because the mountains, the "roads" between buildings (down there) and the buildings surface are using the micro-texture technique. It gives you an impression of good level of detail since they aren't stretched out.
But if you pay attention, those are very primitive textures and there's almost not variability in the scene.
Here's the same technique combined with a superior renderer from Factor 5:
http://i.imgur.com/p8vQx1Q.jpg
You have the floor using the said technique and the "walls" using the same good quality texture repeated to death.