Yep, for that sort of palette to make any sense, it first off needs to be using more than 24 bits per pixel, which even today isn't used on top-end games (Remember that a 32-bit colour mode still only includes 24 bits of color data, which is ~16.8 million colours). So perhaps it's using some sort of hardware offset scheme like HAM on the Amiga, and a non-RGB colour system... But even that wouldn't make any sense - why bother going to such lengths to introduce colours that probably can't be perceived by the naked eye?
I also wonder about the AutoCAD element - it's a hideous tool for drawing computer graphics. Are you sure it wasn't just a part of the processing, for example as part of the digitizer setup, in which case the graphics were drawn on paper and then scanned in to produce a vector version, which could then be scaled to suit different resolutions?
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