Some additional steps I tried today:
Moving the Minecraft install on the Nintendo Switch from microSD to internal storage
This improved loading time greatly, and allowed the "Building Terrain" progress bar to move a little farther in one instance, but the game still eventually crashed to the dashboard and the resulting save file for the world was again 3.6 MB
I tried disabling automatic cloud backups in the event that the 2 GB upload was occurring in parallel with the attempt to generate the world, but this did not result in any different behavior
With assistance from the creator of the aforementioned world (Imagiverse), I was able to get the world to successfully load.
The following amounts to a work-around in my opinion, but never the less I'd like to pass it along in the even others run into similar issues with purchased content with Bedrock running on lower end tablets and consoles.
Before creating the world I changed the following settings:
Render distance to minimum (5 chunks)
Fancy Leaves off
Fancy Bubbles off
Render Clouds off
Beautiful Skies off
Smooth Lighting off
Fancy Graphics off
Texel Anti-Aliasing off
While creating the world I changed the following:
Simulation Distance to minimum (4 chunks)
The above allowed the world to be created, but even with everything disabled as above the world is too much for the Nintendo Switch to handle at times, suffering significant framerate drops. I don't know if it is possible to determine programmatically, but it would be nice if it were possible to display a warning in the marketplace if a particular item would be too resource intensive for the platform you are currently running on.