What would be great is if we could get some really talented coders to do thing not present in the chipset from mid 80s arcade technology. eg proper overlaid parallax in software without crippling limitations of dual playfield, scaling graphic routines as good as Lotus 2, scrolling 3D textured floors in perspective (think dpaint rotating image 45 degrees into Z plane via X axis through its centre). Hell isometric engine would be awesome so I could finally code something like the unreleased Big Engine F1 arcade game.
I have had to think outside the box a lot for my 16bit scaling psuedo 3D Oblivion forest engine, Blitz will give me a rough guide but it might not be enough. We shall see.
My other game will just cheat by using a 2mb A500/1000/2000 but will have big bold very subtly animated objects. I will shrink them later to tweak chipset/CPU bandwidth used up by the textured 3D floor.
Of course none of this (or Gradius/Vulcan Venture/Salamander 1 level ports) will start until I can support myself without doing this soul destroying job AND I have atleast one fully networked Amiga set up 24/7 with a way to drop files in and out of WINUAE environment to real Amiga as easily as you can on ST emulator + emulated hard drive.......and find a few missing pages from my Blitz 2.1 manual

If you can do this in STOS just using original STE CPU power to do everything (scroll, animate soft sprites etc) just think what is possible in Blitz etc on feature rich Amiga chipset.
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