This is from a real crt in my lab at work, rgb, but I ignore what was used in Arcade cabs; I mostly see slotmasks tbh.
As per the shift, 1x is the one to be used at 1x scale when using triads to avoid blending; you just cannot draw in the middle of a screen pixel.
If you switch to a green/magenta mask, 1.5x scale can be used even at 1x instead.
As per the phosphor width, it is your choice and what you want to achieve; when width is high, the color starts to blend with adiacent phosphors; when it is low, it does the opposite, it shrinks, and if there are no available screen pixels to shrink, it eventually simply fades away.
If you are on a screen that has not many nits, then maybe you want to emulate more nits by letting the phosphors grow and blend together till white; just saying.