Hmm. I think I'll add this observation along either way, as it's related. Got carried away.
Remember this, when pixeling, you are constantly manipulating the smallest of pixel clusters. The objective? To have them work together and create effects only visible to the normal view -That is, not zoomed in. This is an unique aspect of pixeling very rarely seen in actual drawing, and one that can make a big difference between a good sprite and a bad one.
(
Which is why I think having a x1 sized sprite along with the zoomed in ones a good idea)
I've seen in all of you here, judging by your work, that you've been skipping this technique practically everywhere. And I think it's because of the zoom tool; where one draws till it looks good while zoomed in, and ignores how it will look to everyone else, ignoring in turn important pixeling techniques like Anti-aliasing and blending, and giving free roam to banding (Which is somewhat hard to notice when zoomed in).
I'll use this as an example while im at it

The gold line samples are up, and how the eye percieves it below. This is what I mean.
Blending and AAing on mine makes the line look softer and give a firm shape to the eye, while the sharpness of the pixels on the other gives it an irregular shape; yet while zoomed in, has a different overall appearance. Though it may not be much of a problem on some styles, like FF RW, I think the lack of blending and AAing against the FFT style, which sports very soft sprites no matter where you look, especially monster sprites.
The key here is to blend without exceeding it, and having the preview window your best friend. (Not to mention practicing AAing and blending fundamentals, for best results)
EDIT: This should be the one of the last steps when doing a sprite. Refining the shading, AAing and blending. (Great for a spriting tut)
Im saving this post.