I counted all the tiles I'm using so far:
HUD / 'EXIT' text:
24
Lasers:
53
Stage Elements (bricks, pillars, boundary, bombs):
144! 
(the bomb explosion alone takes 48)
This totals 221 and only leaves me with 35 tiles for the cracked/breaking brick walls. I suppose the laser tiles could be loaded only when needed, but since they're changing all the time, would that be feasible?
Now for something a little complicated: how the player and laser will overlap:

- laser_up.png (309 Bytes) Viewed 1496 times
Fortunately, since the player is a sprite and the laser is bg, the player sits atop the laser tiles, which is perfect when facing up or laterally.

- laser_right.png (287 Bytes) Viewed 1496 times
Unfortunately, when the player is looking down, some work will need to be done:

- laser_down.png (346 Bytes) Viewed 1496 times
On the plus side, if the laser were over the player, it would align right under the players' eyes (all players will have the same eye height) when snapped to the grid:

- laser_down_ideal.png (334 Bytes) Viewed 1496 times
But if the player were to move down, the laser starting point would be janky (moving 8 pixels at a time).
Once I'm done with the rest of the brick tiles, I'll start coming up with solutions for the laser, but any suggestions now are welcome.