Editing those sprites for use as palette swaps should be easy.
I've actually been recovering from a nasty cold so I have a couple of days of free time.
Send me the images you need worked on with instructions and I'll have them for you in no time.
OK, I ripped the Townspeople from the WSC ROM some time ago. There are three palettes used for them. In the original it's the same. However: In the original these are all designed to work with the same graphics. In the remake each palette has its own dedicated tileset, so they are not structurally compatible.



What we need are three palettes that work with the same tileset. As in color 1 is the darkest clothing color. Color 13 is the brightest hair color and so on. These are just examples. You could structure these palettes as you please. Sprites that only appear on one set don't need to be compatible with the others, like Big Chocobo, Anna or Rydia's mother.

The blue and purple clothing palettes are already highly similar, so it makes sense to use them as a starting point. You might also decide to invest more in hair color, as the red clothing palette does. It's up to you.
I can provide you with TileLayerPro palettes for these as well. That way you could load the bitmaps and compare how they look with each palette applied.
Sounds pretty complicated, but fascinating! You are doubling the color on screen.
So you have 16 colors per sprite/palette correct?
What is the usable limit of colors on screen after this "trick" you have applied?
Yes, we get a 16 color palette per graphic tile. The SNES can display 256 colors at once, or 16 palettes.