Use the top one there. It seems to be the most accurate one arround. You can change the saturation/brightness and such on it if you want (since people can do it on TVs as well), but it is a solid baseline.
I rework mockup with this palette:

It's wip, now it's too dark and "underwater". Still need to work on colors of midtone and shadows, so color configuration can change.
What you have atm would be VERY hard to port onto NES with it still looking like that.
I want to go a classic way, as if development was carried out in 80s for the original console, without any modern tricks. So at first I'll focus on simplest configuration of cartridge - NROM-256/ PRG ROM 32 kb for code + 8 kb for graphics.
You are breaking quite a lot of the restrictions.
Can you tell more about that? On example of my mockap?
According to his skill and i doubt he'll make a game for nes, it seams he use this palette just for fun.
I posted my question in case there is another reason behind this ^^
You right, man, my skills not so good and I doing it for fun.
Anyway, this is very interesting. As a child, I dreamed of making games for NES, so now I realize my dream
So yeah if Winged Doom is serious about wanting to put it on a real NES someday it'd be a good idea to learn about the limitations early on and design it around them so it'll be a lot simpler to get them working as intended on an actual NES when the time comes. The whole thing with having to allocate various background and sprite palettes makes things a whole lot more difficult but actually quite rewarding in some ways too as a good challenge should be.
Well, I'm learn it. And being honest have no idea what I'm doing wrong or right at this moment.
Offtop: glad to know that you resumed the development of "Cosmic Prison Commando" 
NTSC NES is more like 256x224 pixels afaik.
I'd aim for 256x240. Some TVs used to hide the edges, though. Here's a fun article: http://wiki.nesdev.com/w/index.php/Overscan
Oh, hey! It is your article I read in
that thread! I have same question as to
ptoing - what is wrong in my mockup (don't say "everything", please))) and there will be difficulties with realization on NES?
Don't want to complicate work of NES-programmer and scaring his any difficulties, that I can fix myself

So, progress of work. Decided to replace a couple of colors, because I used the same palette for Flame Badge graphics. Also, I was annoying by abundance of lilac color


In some rooms I'll use a different color scheme to create desired mood:


Following advice of
ptoing, I tried to change all this colors using
this palette:

At this moment trying to pick colors for midtones and shadows, that picture stayed solid and well-read:


+few test cases for color sheme of dude to improve his readability:





