i use Dropbox. basic account has 2 gigs of space, which should be just enough.its super easy for the user, just click the link and it downloads (no wait times, no adds, etc.). its easy for the author as well, since it stores files and has a program version that you can install on your computer. it also allows you to revert versions, create several folders, and create public/private files.
you get .25 gigs for refering friends, so if you want to give it a try https://www.dropbox.com/referrals/NTMzODMxMTA5
looking at the textures linked on the website (have not had time to redownload the new ones), i can see several things you can do to limit the filesize.
1) resave most textures as DTX1. this will half the filesize and get rid of shinyness. textures with transparency, parallax maps, or shinyness detail on the _n maps should be kept at DTX5
2) reduce size. a quick browse reveals several textures which are primarily one color (architecture/desert/cities/golddeco.dds for example), these could be halved or quartered without loosing much visual quality. long trim textures with repeating details (eg. architecture/desert/cities/trim21.dds) can cut in half widthwise.
3) cut unnecessary folders and files. architecture/desert/tombs includes a PS work folder which includes wip files. architecture\mesogea\anvilinterior is a duplicate folder with oblivion textures. the textures/desert folder is a copy of the textures/architecture/desert folder, one of them needs to be cut. architecture\mesogea also contains a
ton of duplicate oblivion textures and several extraneous (.uvw, .jpg) files. those types or random files are also littered around the other folders.
4) use oblivion textures whenever possible. things like wood,metal, and cloth can often be reused without the player noticing. some of oblivion's stone textures could probably also work. these don't need to be included in the file.
i also noticed you include a folder of TR textures. not sure if its on purpose, but i really would have liked to be asked first (especially since i wanted to keep many of these unique to hammerfell). we can discuss usage terms later, but just about all of them have been moved around and optimized since the version you're using.
i of course don't know if any of this has been fixed in later versions, but i'm noting it none the less. i think maintaining a neat archive is vital to a mod this size and scope.