That's because MS simulators 2002/4 and CFS2 can only read textures which are, as you say to the power of 2.
Going by what it says in FSDS2 Help I don't think this is always the case.
Just to add to igorski's reply. The compression of texture files using Dxtbmp is significant, a 1.4Mb texture file can reduce to 650Kb. Really makes a difference when uploading!
I think you will find that Extended BMP formats don't make much difference to the zipped file size. Compressed formats cannot be compressed much further, if at all, by zipping them up. Try zipping a JPEG. With some careful thought over texture sizes & formats the size of the average download could be considerably reduced.
For designers, planning the textures properly could reduce it further. I've seen many aircraft that use one texture for each part. This leads to a large number of textures, usually all hi-res & big files, when they could probably be grouped together on far less. The default textures are good examples of how it can be done economically. Some parts do not need large hi-res textures at all.