2_Options_Main. 1024x768. As a 32bit Color graphic.
Uncompressed DDS (u888): 2,363,392
TGA: Same as uncompressed DDS.
DXT1 DDS: 397,312 but has artifacting which will only get worse with successive edits and saves.
JPG, Quality 12 (no compression): 233,472 still introduces JPG Moire along edges and borders, will get worse with successive edits and saves, no transparency. More compression will mean significantly smaller sizes, but further reduction in quality.
PNG: 294,912 no compression artifacts. Successive edits and saves offer no change in quality, meaning that working copies can be refined without the massive space used by DDS. Transparency and Alpha-Blended transparency (gradient) supported. Smaller than DXT1 without any quality issues.
Further more: PNG implementation and support for rendering does not, when done properly, incur any more overhead for processing the PNG image than the DDS rendering code does in rendering DDS files. In a WORSE case scenarios, it's not going to consume any more over-head than the existing JPG/PCX libraries. And if it consumes as much as TGA does, I'll shoot somebody.
EDIT: And even more further more: Anybody assuming that just because JPG is in the engine means that OMFG somebody most be using it: Only TBP and Flames of War can be found to use JPG files, and ONLY as interface art. JPG, while usable on a model, most certainly NOT be. So JPG's only sad lonely existence is currently as an alternative interface format that you can't even EFF and have look good. The file count is so damn small that the fabrication of PNG replacements would be easy to accomplish.