Insofar as preloading a palette file, I got batch conversion done, more or less. Once I remove the surface write from my default code (forgot I defaulted it), batch conversion of NCXR files should be a matter of click-click-done. If I do say so myself, using ds_grid instead of surface rendering was a great idea; it yields 4bpp bitmaps at least 300% faster than surface rendering! I will have to share it as source due to lack of uniform naming conventions and file ordering. Case in point, Front Mission has 4 different conventions -- parts have guns and wanzers together, but both have their own palette, which is generically named for guns and header-named for wanders; battle icons have either generic or specific names; in both cases and similar cases, you also have the paint scheme palettes stored separately; then you have graphics like menu and icon and maps with their own individual palettes for each graphic. I may include a palette cycle option for multipalette NCLR files, but for now I will just focus on getting it up for you guys to play around with it.
Out walking around right now, so it will still be a few more hours.
Update: Had some issues with code and then I tried adding subdirectory reading... That didn't go very smoothly. Now I have rudimentary subfolder reading and succeeded in compiling the entire PartsForSetup subdirectory in FMDS. It went very slowly, much to my dismay. Then for whatever reason Algem and Gloster loaded up the wrong palettes (why there were two palettes I can't say) so when I tried to recompile just those two (which required more recoding), the compiler took forever to make them. I think my compiler has issues with large sprite (like Gloster, Clinton, Gigas, etc.). I also came across another odd issue where I couldn't compile the Faces subdirectory; it just yielded garbage. The files are all normal files, so I don't know why they're being read differently.