The article didn't nail down an exact reason. Here is my guess. The quote from Andy Hertzfeld suggests the limiting factor was the memory bandwidth not the memory volume: > The most important decision was admitting that the software would never fit into 64K of memory and going with a full 16-bit memory bus, requiring 16 RAM chips instead of 8. The extra memory bandwidth allowed him to double the display resolution, g…
A lot of those old machines had clock speeds and video pixel rates that meshed together. On some color machines the system clock was an integer multiple of the standard colorburst frequency. The Timex Sinclair did all of its computation during the blanking interval which is why it was so dog slow.
It's interesting how the differing vertical resolutions between these two (200p /400i vs 256p /512i) also had some secondary effects on software design, it was always easy to tell if a game was made in NTSC regions or with global releases in mind because the bottom 20% of the screen was black in PAL.