I don't have much time to answer right now, so I'll answer with what I remember, you might have to experiment a bit with it yourself to fully see how well it works.
SVGs are only rasterized when rendering. The result may be cached, but when you resize a widget, the cache will be cleared. The code to draw SVGs hasn't been tested much, and it's not as well optimized, but it should normally work.
Placing all graphics in a single image is purely an optimization, so that OpenGL will have to switch the texture less often when rendering. I don't think it's even compatible with SVGs, so you probably have to use separate image files anyway.
SVGs are only rasterized when rendering. The result may be cached, but when you resize a widget, the cache will be cleared. The code to draw SVGs hasn't been tested much, and it's not as well optimized, but it should normally work.
Placing all graphics in a single image is purely an optimization, so that OpenGL will have to switch the texture less often when rendering. I don't think it's even compatible with SVGs, so you probably have to use separate image files anyway.