More interestingly and thus more expensive and currently rarer than hens teeth

is this complete replacement for the TMS99xx:
https://dnotq.io/f18a/f18a.html
Unfortunately, the MK2 batch is not ready because the creator has some personal stuff going in the pandemic that means progress is temporarily halted and the MK1 batch sold out (and it's not open source - which is fair enough given how sophisticated it is).
It effectively replaces the VDP completely and adds VGA out (HDMI out on the MK2 when it arrives). The great thing is, that it uses it's own onboard RAM, thus their might be a lot of systems across that used the TMS99xx range that have bad ram and non-technical users might be able to return them to use.
It also has a lot of enhancements:
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80-column (T80) mode.
Position-based attributes for T80 mode, so each tile can have its own foreground and background color.
64 programmable 12-bit (4096) color palette registers.
High-speed “data port mode” for fast palette register updating.
Three enhanced color modes (ECM) that provide 1, 2, or 3 bits-per-pixel allowing 2, 4, or 8 colors per-pixel for each tile and sprite.
32-sprites on a line at once (can eliminate sprite flicker if software did not implement sprite-rotation).
Each sprite can have its own size (8x8 or 16x16), and X/Y pattern flip.
30-column mode that provides 32x30 tiles (same as the NES).
Two independent tile-layers, each with their own name, color, and pattern table base addresses.
Per-tile attributes so each tile can have its own foreground and background color, priority over sprites, X/Y pattern flip, and transparency.
Independent horizontal and vertical pixel-scrolling for each tile layer.
Tile page sizes of 1x1, 2x1, 1x2, and 2x2 to support edge-to-edge pixel scrolling.
Bitmap layer with programmable size from 1x1 to 256x192 pixels, pixel locatable, 4-colors per pixel, 16-colors per pixel “fat pixel” mode, sprite priority, and palette select.
Programmable horizontal-line interrupt.
Programmable signed increment value for the VDP Address Register.
Ability to read all VDP Registers.
Programmable 46-bit decimal counter with 10ns (nanosecond) precision (can count 18.2044 hours with 10ns accuracy).
A 100MHz TMS9900-based “GPU” processor that can execute programs in VRAM, has full access to all VDP Registers, a high-speed DMA, and dedicated pixel-plotting and address instructions.
Virtual scan-lines for a retro CRT look.
Most of which I think cross into the territory of
"is this still a Memotech/Coleco/MSX/SVI, etc." Personally, I've no problem with that; there are lots of similar enhancements for retro hardware like the Turbo Chameleon for the C64, 48mhz mode and MultiSID emulation (8 SID chips!) on the Ultimate 64, the Vampire for the Amiga and so on. I think demo makers could do some really cool effects with this chip and perhaps ports of MSX 2/NES games to all sorts of platforms could be pulled off, maybe enhanced scrolling for "deluxe" versions of existing games, etc.
The only downside I see is bifurcating the communities of smaller platforms like the MTX if the major software contributors switched to using the extra features (Bill and Claus, for example). Other larger-selling platforms like the MSX 1 have room for a subset of hardware. The thing that impresses me in this community is the level or collaboration and interoperation of add-ons. Part of that, IMHO, is the legacy left by Memotech with the FDX, SDX expansions and the rest is the genius of you guys.