To answer the original post, Dave's Xenos article already correctly describes framebuffer size so I won't re-hash that. As for bandwidth there are too many if statements to come to any meaningful conclusion since it varies wildly between apps and the numbers are significantly changed by early-Z, Z-compression, cache, color compression, overdraw, sort order, polygon size, and number of translucent pixels.
ie. Basic Framebuffer bandwidth = unknown number of fragments * (IF fragments pass early Z tests then, IF Z value is in cache read from there, else read compressed Z values from buffer, IF Z test passes then check blending, IF blending then read color, blend and write color, else just write color)
The number of reads and writes per pixel isn't fixed, but needed to understand bandwidth consumption. Not sure how to come up with reasonable values for those components, and it's probably more useful to do real world analysis. "ATI's calculations lead to a colour and z bandwidth demand of around 26-134GB/s at 8 pixels with 4x Multi-Sampling AA enabled at High Definition TV resolutions." I don't have data with which to argue that.