I have a few questions for curiosity sake (I'm not really a programmer or an artist, just here to learn).
I've been playing around with Ogre 2.2.5, using the PBS HLMS. I was going with a low poly, single colour per face art style similar to something like this (not my art, from google image):

My currenty work flow is to model in blender 2.93. Create materials with different base colours and assign them to faces, export the model with blender2ogre, manually create the material.json files using diffuse, metal & roughness values to define the material colours.
OPTION A:
Do what I'm doing above, without textures to get the colours & look I want.
OPTION B:
I was thinking another possible way to do it would be to make a single 8x8 pixel texture with each pixel a different colour to define my game palette. Then in blender, scale the UV mesh down so it fits on 1 of the pixels to give colour.
So:
Option A would end up with multiple material definitions (1 per colour) and a single mesh would have multiple materials assigned to it.
Option B should have 1 material definition and 1 texture for all of my meshes??
Is option B the better way to proceed from an Ogre rendering efficiency perspective?
Are there pro's and con's to either method that would be good to be aware of?
Thanks,