Yeah, 30kb of extraneous data would probably be enough to overwhelm available memory in MSDOS AGI.
The memory model for AGI is very simplistic- a 64kByte block is allocated for the game (not counting the picture buffers- they are located in a separate segment), but the agidata.ovl file occupies the first ~8K, leaving only ~56K for actual game data. The room.0 portion will typically use another 7 - 10K depending on the size of your game. Each room also needs some memory to handle displaying objects on screen. So best case scenario is around 45K or so for resources in each room. The WinAGI help file includes a detailed discussion on memory management if you want to learn more.
There is no way to adjust available memory in AGI. You get what you get. (OK, there IS one way, by using the AGI Power Pack, but that's a hack, not a built-in capability of AGI. And it's an entirely separate topic.)
If you need to know how much space a resource takes up in your game, it's displayed on the property pane beneath the resource tree. Select the resource you are interested in and the 'Size' property will give you that info. Most of your pics have sizes that seemed too big to me given the displayed output - I checked, and every single one of them has the extra bloat. You may need to check your save function to see why your pics are getting extra data appended.
You have shown me a minor bugfix that I need to make sure gets added to the next version. WinAGI should detect cases where unused data exists in resources and provide a warning to the user. And also include a way to fix the problem. In the current version, you will need to export the picture resource to a file, use a hex editor to remove the extra data, then re-import them.