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32 pixels of a 128-pixel-wide texture will appear just as big as 256 of a 1024-pixel-wide texture, as that would be 25% of the texture's width in both cases.
You may want to click "Windows" > "Console" at the top-left of Source Filmmaker's main window, and type "R_EyeSize 0" into the console and press Enter to execute that.
This will set the "eye texture scale offset" back to 0 (the default). If you previously had it as a negative number, that could cause the eyes to appear smaller.
As for the eye textures "repeating" (or, more terminologically, tiling), try to open the VTF(s) in question using VTFEdit, enable the "Clamp S", "Clamp T", and "Clamp All" texture flags, then save the VTF(s). Those texture flags prevent the texture from tiling.
While you can't use Source Filmmaker's model viewer to view eye co-ordinates, you can use it to view attachment co-ordinates, which may or may not be helpful instead.
For that, right-click Source Filmmaker in your Steam library, choose "Launch" to open a pop-up selection menu, select "Launch SDK" in it, click "Launch", click "Model Viewer", click "File" > "Load Model...", open the model in question, switch to the "Render" tab, and enable the "Attachments (Ctrl-A)" option.
Do keep in mind that this will only show $Attachment co-ordinates, not Eyeball co-ordinates, though.
If that's your model, then that's hopefully the problem; Double-check that the eye co-ordinates are bound to the head bone, for both Eyeball and $Attachment.
Also, try to make sure that you have an attachment called "eyes" placed between the two Eyeballs co-ordinates (I'm not sure why, but a "power-user" friend of mine says that something depends on that in some way), and also that you have any other attachment afterwards (it doesn't matter what it's called or where it is, it just needs to be an attachment that's defined after the "eyes" attachment).