Thank you surt! I came across your NES tile dump recently and it's a really fascinating body of work.
A lot of food for thought here, I like how you have made it so there are less wave tiles to deal with, this is actually a point of contention with the engine I am using, as each 8x8 tile needs to be replaced by a special setup if it is animated.
I'm not really sure what you mean by attribute grid, care to elaborate?
Black in the green palette really does help but not sure if I can afford it. Current palette limit below:

I like the depth aspect (wasn't this called 2.5D back in the day?). In the early stages still, so it's something I'm going to try and implement. It does create a lot of work though and I had cut it out of another project before.
As for dithering... On PAL CRT's 1px horizontal lines flicker like crazy, you can't win them all. The chances are slim that this will find it's way to a CRT so it really does come down to preference of style.
Towards the end of the life cycle of the NES, games used a lot of black and dithering (batman anyone?). I'm not really going for the black look, although I do like and appreciate your "tile-tennis"!
I'm totally going to steal the hanging vegetation technique you did!!
