It’s a lot of trouble to keep up to date on all of byuu’s work for a lot of reasons. For libretro-bsnes, maister has to translate all of the code from C++11 to C++98, which is a big task in and of itself. For bNES, he has to excise the NES-specific code, changes to which aren’t very well documented, and incorporate it with the libretro wrapper code. It ends up being a lot of work for little return (like palette changes), especially when there are other cores for the same system that are faster and more complete (i.e., fceu). Plus, maister has just been really busy with other things (life, etc.).
I may take a look at things with bNES and see if I can bring down any of the changes, though it’s likely out of my league.
As for palette accuracy, NES palettes are a hotly debated topic in some circles. The way we actually perceive(d) the colors is affected by a lot of analog (re: impossible to capture perfectly in digital form) factors, from the CRT displays to the individual NES units themselves. Since they all look slightly different, there’s no “one true palette,” and people will argue about it endlessly.
A lot of NES emulators have a palette file (a LUT? I may be using that word wrong) with a grid of available colors that have been hand-picked to reflect the colors the author remembers/sees. Instead of going this route, which invites comments like “your Mega Man blue is too warm,” byuu went with an algorithm that determines the colors and if someone doesn’t like it, they can take it up with the algo.
Personally, I had a lot of different TVs growing up and they all looked different, so the palettes don’t really matter much to me, as long as they get pretty close (I don’t want Mario in a purple hat; that’s distracting).