or you have 8x blocks in same space but they all share the same other 2 bytes.
Some blocks will be 2x2x2 and use the small blocks for more HP (for the whole),
others behave always like a big full block and use the byte for orientation, activation, 2 bit for hp.
others use 8 bit for logic and have a lower max hp value.
Our only limitation is, that the game engine always use 8 bits for hp, just because hardened hull has 200 hp.
The engine always use at least 5 bits for orientation, because primary(6) * secondary(5 other) sides (example: full wedge faces) are already taking 30 options (5 bit = 32) even tough others would only need 3 bits or have no orientation.
And not every block needs the activation bit.
You can free 8 bits by reducing HP to 63, no orientation and no activation.
This means 7 bits left with only activation, 3-5 bits left with only orientation...
You can free up 3 bits (3/9 instead of 2/8) just from HPs by reducing max HP to 31 per sub-block,
or 4 bits by reducing max HP to 15 per sub block (still 15*8=120 hp which is 2* as much as power blocks have currently)
Just orientation and 3 HP bits would be sufficient to realize this.
Render full tiles on a 2x2 sub-block surface, wedged sub-tiles on two 1x2 sub-block surface, diagonal sub-tiles on the two options:
X . | . .
X X | X .
You would lose neither total-HP nor orientation, just the ability to repair a block to full health without a blueprint saved somewhere (can be saved in memory or gradually loaded from disk while repairing).
You would gain the ability to create wedges/corners without needing to rotate a block or change what ID you edit.
You would gain the ability for double-sided pentas or wedges - or even a one-side wedge, one-side penta (diagonally: front top, rear bot)
I do not support 4 individual small blocks, however I support sub-blocks sharing the same ID and the same 5 out of max. 8 HP bits.
I support automatically converting (at least some IDs) look to wedge-look when seen from one side. to hide blocky sub-block feeling,
but not support having 1 sub-wedge and 1 sub-block next to each other (would be too much data)
((except when they are from different macro-blocks which will be ok))