As you may know SL has a prim-size minimum of 0.01m which can be annoying specially on attachments such as jewelery.
For regular prims there are prim-torture methods to make a prim appear smaller than the prim-size suggests.
For sculpted prims there is a different method. The trick is to make the Frame larger than it would be after a regular Auto Ajdust.
The result is that you get a sculpt-texture which will make the Sculptie appear like a smaller version at the same prim-size.
This method for Micro Sculpties can also be used to cheat the Level-of-Detail system of SL a little to get a higher LoD for a longer distance by enlarging the prim-size without enlarging the visible shape.
The negative side effect is that this method will force the visible parts of the Sculptie into a lower resolution depending on the inflated Frame size compared to an automatically adjusted Frame size.
A sculptie has a resolution of 256x256x256 (not the size of the texture, but the range in which a Point may be) with only integer values.
The reason for this is that they are stored as images. In an image each Point has a color, and each color is usually stored as four 8-Bit integer values (meaning each can hold an integer from 0-255).
These four values are usually used for: RGBA (Red, Green, Blue for the color and Alpha for the opacity)
In a Sculptie these values are used for: XYZ (the fourth not being used)
This X Y Z will give the position of a point of the sculptie-mesh for that sculpt-texture within its prim.
Auto Adjust makes sure that the full 0-255 range for X, Y and Z is being used to get the best possible resolution for Point-positions.
By inflating the Frame (relative to the slices) for Micro Sculpties, it is being made sure that not the full 0-255 range is being used, but for example only 80-169.
In that example it would mean for Point-positions there are only 90 integer values to which X,Y and Z can snap to, instead of the original 256 ones (0-255).