shinkan - as far as I can tell from your example, your process is to:
1) load 100mb of images on startup
2) draw them in to Paster (which only uses ~16mb)
3) (the request) release the 100mb of images
Even if this was supported, it appears your peak memory usage is still 116mb. If the device is memory constrained, then unloading the textures afterwards will not help, it will have already risked running out of memory at the point of drawing them in to Paster. In fact using Paster increases the peak memory usage from 100 to 116mb. And if it can handle having 100mb of images loaded for a moment, then surely it can handle leaving them there until the end of the layout too? Since AFAIK the main issues with memory usage come from crashes due to peaking high, it seems the better option is to give up the optimisation and go with a lower steady 100mb than a 116mb peak, plus it is probably simpler.
I don't think everyone else who's agreed so far is aware of this. I think there needs to be a description of a better use case where objects are created/destroyed during runtime and they really can't hold their images in memory until the end of the layout.