performance: I used this short demo made in an area of saint.bsp with lots of geometry
Console 'cl_showfps 1' or 'timedemo hontest'
asm fog: Short of asm fog, maybe depth check could skip every 2 or 4 pixels; fog doesn't have to be precise. Maybe there's already a similar depth check in existing Quake asm functions.
color: super8 color is a minimal performance hit. It's running a second blocklights (blockcolors) and another lookup table blend in the mips functions, that's about it. The price is a lack of blending between color blocks, usually hidden but sometimes exposed at high contrast boundaries. For the super8 aesthetic, exposure of "how things are made" is acceptable. An hq asm option... that's something beautiful that should be brought into existence by... somebody. Was this ever attempted, asm or not, in an 8-bit engine prior to engoo?
renaissance: Much of the software interest revived with desire to port to 8-bit devices w/o 3D hardware (Dreamcast, DOS, Pocket PC, EGA 486 ThinkPad...). My own porting goals died as the machines died one-by-one through 2010 and 2011. But the tech goal had also become an aesthetic goal. It might take a big mod or TC project geared toward software rendering to really free it from apathy.
func: Haven't really promoted super8 at func yet, but a few of the more skilled and discerning mappers are aware.

CPU-specific math: I'm going to check that out!