About the ear and face example then yes that’s right. Imagine if the texture was a black and white checkerboard pattern and the face and ear were in proportion then the checkboard would look even across the whole head, but if you scale up the ear UVs then suddenly the checkboard would tile more across the ear (because it got a larger share of the texture and so more detail).
Sometimes you want to do this - imagine a robot model, you would probably want the head and chest plate to have a bigger share of the UV page than say the sole of his foot or some screws or trims. So you would make those parts smaller on the texture page and make the head and chest larger so they can have more detail.
Everything is a balance of size and detail and maybe in some cases you wouldn’t want to do that and just keep everything uniformly detailed.
About those images you linked to - I have no idea on the texture resolution. Probably more than 2k, probably less than 8k. Not all textures in a shader need to be the same resolution either. I don’t do any super high res stuff like that. 
Also everything I’ve said is just my understanding or opinion of it. I’d say probably just copy what they are doing in your tutorials.