For all the components there is a chapter in the datasheet telling the amount of resources needed. At the right hand side of the Creator window is a tab named "Resource Meter" which tells you (after a build) how many resources your project consumes.
Every project shows up at the top of the Workspace Explorer window which chip ii is designed for. Right clicking on that line brings up a menu with a "Device Selector" entry. When you change that to your new device and re-build the bootloader project your bootloadable project should compile. Check whether the settings in the bootloadable component point to the .hex and .elf file of the newly compiled bootloader.
Why are you using a bootloader at all? Depending on your budget and professionalism there are other choices: You can use the snap-off part of a $10 prototyping kit or you get a Miniprog3 which is more universal. Both equipment allow for debugging your project. When the bootloader feature is finally needed you can add it at end of testing before delivering the first samples.
I am less interested in the bootloader, and more interested in my ability to understand the system and know where to look to resolve issues, whatever they may be. It just happened that I had that project open as a starting point.
I had already found the "device selector", although I had gotten to it under the "Project" pull down menu. It was after making that change that I started to get the compile errors about 4245 vs 4248. I'll check the .hex and .elf in the component
Thx for the heads up on the resource info in the datasheet. Seems I had glossed over that section...