For pure performance and compabiltity maybe it's better to plainly extend OCS/ECS/AGA modes with higher capabilities? HAM64?
or planar/chunky-24, more sprites etc.
That's what the Natami is about! Use the old ideas and scale up to todays technology where practical. Example AAA like SAGA support...
Much faster and bigger gfx memory: Gfx memory will operate at the same speed as fast memory which is faster than any classic Amiga. 256MB means you won't run out until the Natami gets 3D

.
Much faster blitter: The Blitter is used for 2D gfx and blitter objects (bobs) on the Amiga which should be much faster and allow virtually unlimited movement onscreen at typical Amiga resolutions.
Fast chunky modes: The Natami should support 16 and 32 and maybe 24 and 8. These allow read and write operations with 1 fast memory access. Very common on other platforms.
HAM modes: HAM64, really? The Natami will support HAM6 and HAM8. The team looked at adding HAM10 which would visually look nearly 24 bit while only using 10 bits per pixel. However, it's not an easy format to work with and bitmap structures only have room for 8 planes of data. Dithered 16 bit looks good enough, saves bandwidth and memory, and is much easier to work with.
3x8 byte mode: Gunnar likes this mode as it gives more colors for the bandwidth. Storing each color component separately has it's advantages but is generally more difficult to work with than chunky. It may be more useful separated as HSV than RGB.
Sprites: Sprites are much the same as AGA with less restrictions (i.e. palette). Adding more sprites or colors steals bandwidth when the blitter (bobs) is much more flexible and the Amiga way.
Planar+Chunky/Dual playfield: The Natami should allow planar gfx overlayed over chunky gfx for some interesting effects. Higher colors should be supported in dual playfield mode.
HSV/YCbCr: It's not been decided but some kind of mode(s) for video (mpeg) will probably be supported. Perhaps this will be allowed as an overlay (PIP) like PC gfx cards.