Oh, sorry. I intended to direct that second bit of the post to
dei and his vertical scaling question.
Uniform scaling is easy - you would simply change the scale of the player in the player.prefab (and maybe change some camera settings).
On the memory consumption, one though I had was instead of each block type having an unique id that is used across all chunks, each chunk could manage ids for its blocks individually. This would allow chunks to use different storage schemes based on the number of different blocks used in that chunk - if there are only 16, it could use nibbles, if there are 256 it can use bytes, for a small range over 256 it could use bytes with one id as a flag to look in an extension table. And if it uses more than that, it can use shorts.
Metrics on how many of each type of block occur in a chunk may also be useful - both for storage optimisation as well as gameplay.
Of course there are some costs in terms of complexity, and we'ld want to set up some performance tests to ensure the different modes don't have unwanted costs.
The idea occurred to me because with the recent changes to blocks, there is now nothing that cares about the actual underlying ids except chunks.
Keep in mind that we'll almost certainly want to break the current 256 block type limit in the future.