One thing that would sadden both me and Objection Man is, if/when the 8 bit limitations are fixed for MMU, it won't be fixed for the engine as a whole, if we go ahead and perfect MMU when its complete and impose all 8 bit limitation requirements, that doesn't mean they'll be set in stone.
Our greatest hope is for MMU to be the template for the Mega Man Engine on MMF2. But the way the engine is set out, all the colours and limitations are purely at the mercy of the spriter and programmer, when others start making their own fangame from the engine, it'll be up to them and their knowledge whether the other games will keep to the same 8 bit limitations. I fear many will not. Tragic really.
But these are fangames, and we can all agree that mm10 and mm9 have jumped the shark a tinsy bit with their limitations. I guess the fangame community will have the freedom to do the same. Some fans will want to try something different, and not obeying the limitations is one way of doing that.
Not to take sides, but it appears that Mega Man Unlimited is becoming an icon for the fangame community, something for the others to look up to, I would assume with that in mind, when all is said and done, it might be required to fix and perfect anything that goes beyond the limitations, to help make MMU the perfect example for an "8-Bit" template of a Mega Man game. But I leave that in Phil's hands. Let him continue with what he is doing for now.