Paging really, really sucks to manage on a TI calculator.
That being said, I loved working with the 32KB limit and optimizing every single byte out of my code. You got to learn all of the tricks like "XOR A" = 1 byte vs "LD A,0" = 2 bytes. However, some things sucked, like having to frequently write new sprite routines or tilemap scroller routines. I even ended up writing a logo style scripting language to handle animations in a RPG just to save a few KB.
Yes, this is clearly the 3% case for Knuth's quote, "... 97% of the time: premature optimization is the root of all evil"