I don't really wanna bother making an entirely new topic for this, so I figured, since we're talking about Sonic Heroes editing here anyhow, I may as well notify ya that I think I
FINALLY figured out a solution to the whole Mipmap-trouble. Whatcha need is a folder with all the files from the TXD-archive ye wanna try and edit (including the Alphas for those files that actually have them) -- I recommend ViceTXD for this step — change the files within the limitation of the pre-established file-dimensions and when yer done, use the rather obscure tool
G-TXD to create a new TXD archive. It's gotta be in Vice City format for what we're planning.
Import all the files from that folder with your edited and remaining textures. It should recognize the appropriate alphas automatically by filename. Now, you gotta create them mipmaps -- select the files to receive them, enter the number of mipmaps to be generated (e. g. 6 for 32x32 textures, 7 for 64x64, 8 for 128x128 etc.) and when yer done, save the fucker.
But even if you replace the file like this now, you'll find the game will crash upon attempting to load it. What do? Open it up in ViceTXD, "replace" any given texture with it's identical counterpart from your folder and watch it auto-save. Lo' and behold, it should work perfectly fine now.
I have so far only tested it on the common effects texture archive, but, I'm confident it works with the rest of the game as well.