Yes, I'm aware that you can lower assets, but how much lower are we talking about? For example, current gen, even at 1080p, could benefited from higher quality textures. So what do you do on XsS where it should have no problem having higher quality textures but because of the RAM limitation, it is now going to use current gen quality assets? Or because of wanting to show a more next gen look, it will use higher quality assets compared to current gen at the expense of 10GB limitation, which will affect XsX since if XsS is using higher quality texture, then all XsX could do to differentiate is using those ridiculously sized texture employed in PC space which have almost zero impact on normal game play run and only there because they can.
Of course the storage system on next gen consoles will definitely help, but still my point stands. I can use high quality textures on my 580 8GB GPU, I would be content if a system as powerful as XsX use similar asset quality (especially textures) as my GPU. XsS of course should have no problem with that same assets, which is exactly the problem. Do you optimize your game for XsS and scale up (which is easier but probably will not be utilizing XsX to the fullest) or optimize for XsX, and simply because of XsS have lesser RAM (not because it can't work with that level of quality), you lower the asset quality?
Also like someone (and I also have mention it on another post), a game like Dreams if it is made for XsX it probably won't run on XsS without having more constraint on what you can do.
And there is also ray tracing. A game with ray tracing will use more ram than without ray tracing and with XsS lower RAM, will it limit the ray tracing usage on XsX (also the much lower ray tracing unit on XsS doesn't help).