In the good old days of regular OpenGL, it was fairly easy to determine if a texture upload was successful - after calling glTexImage2D you could use glGetTexLevelParameteriv with GL_TEXTURE_WIDTH and GL_TEXTURE_HEIGHT as parameters. GLES, however, doesn't seem to allow this, and as far as I can tell has no mechanism to determine whether a texture has actually been successfully provided to the card (for example, glGetError is only set for things that will not succeed, as opposed to things that did not succeed).
The application I'm working on is always straddling the barrier between having enough VRAM available and not (and there's often a lot of dynamically-allocated FBOs and the like flying around, complicating matters further), and if an important texture upload fails I need to know if I need to purge an unimportant texture and retry.