The LotD method is supported by BlueMSX. I remember seeing a post by Retroillucid telling how to do it.
Personally as programmer, 1K of RAM is barely enough for games, as the video screen is 768 bytes some tricks only can be done with 2K .
When I've crunched Zombie Near for Colecovision (written purely in assembler, C language would made it impossible), I needed space for the title screen so I compressed music and uncompressed it on VRAM, it is crazy!
With 8K of RAM would be enough for someone to port MSX goodies like Nemesis .
But at the end, the limitations make you more smart