Highlight has truly been something that changed how you visualise a lot of things, its a go to when dealing with objects that are not cuboid by nature and thus can be used on variety of things involving characters.
One use of this feature is ability to be able to create things like heat scopes, this is a great thing until you start to add up how many players you could see at once. Given most you can see at once in a normal game would probably be around 14 (30v30) but this only leaves room for 16 more objects you can use highlights on, highlights are a great way to tell a player on where to go or what to do. Limiting this to ~30 objects pulls your leg sometime because you have to make a compromise somewhere.
I doubt this would cause such big memory changes as you are just rendering a color on top of faces which most engines nowdays can do with ease.
According to a staff response, this unfortunately doesn’t seem to be a simple “memory change” (as-in, just memory usage increasing) but rather a limitation with the minimum-supported graphics API just not supporting more than 32 highlights; in which one of those slots is reserved for Roblox usage, afaik.
For right now, a solution would be to add a bunch of objects into another object (such as a Model), and then add a highlight that is parent to said object:
Hirearchy
Result
As you can see, with the highlight under the model, it will affect this entire set of objects.
16x11 = 176 parts withi this model, which means a single highlight is highlighting 176 seperate objects.
Though, I think any use of this would be a big headache to get working properly, especially for something like a thermal scope, as you would require something like a ViewportFrame and have to render whatever object you need it to; However, that would mostly depend on how its executed, or how limited resources are.