Right now you tell it whether you want it to be lossless or not by adding _nocompress to its filename. When a developer launches Overgrowth (or even just alt-tabs into it from Photoshop - see live texture/shader updating) these files are seamlessly converted into the superior PNG format if they need to be lossless, or the extra hot DDS format using DXTC texture compression if appropriate. Why should Aubrey have to deal with that? Luckily, we have some technology.
Aubrey could manually convert everything to a lossless PNG format, for example, but that would be annoying. There are many other image formats that are better for production. However, the TGA format is completely uncompressed and produces huge files which are not really practical for video games.