No, you can resize the shells, so long as you stay within the UV unit limits (so normalizing the UV coordinates would bring them into the 0,0 to 1,1 range).

The Multi Displacement 3 plugin will output displacement maps for all tiles automatically. Although it can cope with some in the negative range, it is best to offset by positive U - the maps are then numbered sequentially starting with 0 for the 0,0 to 1,1 range.
EDIT: I don’t see why you shouldn’t do this with AUV tiles from ZBrush but you will need to split the UVs in Maya so as to offset them. I would scale them down slightly too, so as to fit inside each range. For the reasons that aurick mentions above, I would assign UVs with a 4K map when you intend to output 4 x 1K maps.