I don't get your math. If I multiply the stuff you mentioned, I come up with 4TB/s... That said, I don't understand the calculation neither - why 16 texels per pixel? Shouldn't that be 4 for bilinear? In any case, I suspect even under somewhat bad conditions you'd usually only have 1 or so, bilinear (with mipmaps) tends to be perfect for texture caches. That still gives 128GB/s - meaning the chip doesn't have enough bandwidth for this anyway. Though DXT1 textures would only use 8GB/s, and DXT5 only 16GB/s...
I suspect for really good performance you'd want half the memory bandwidth as aggregate link bandwidth, with all textures split up (with some tiling pattern) between the two chips - meaning each chip would still have the same memory bandwidth as a single chip configuration (aside from pathological cases where all texture accesses from a chip go to the memory of the other chip). Though if you assume texture fetch doesn't consume that much bandwidth (after all, your ROPs probably want some too, and as said with compressed formats it should be much lower) maybe something like one fourth the bandwidth instead of half could be enough...
I think you answered your own question when you mentioned texture compression.
I mean, I don't know of any games using uncompressed textures all the time. How would they fit all that stuff on a DVD or a few CDs?