I've read both that the phoenixed roms both do and they don't run faster so I think I'll have to test it myself at some point when I get around to buying one of the things. If the SF2 Anniversary Edition thing is true, I think it's more of a deal breaker as even locally there are Old Sagat players who want nothing to do with the game due to nerfs. At some point I Would like to get one though if for nothing more than playing D&D, AvP, and a few other non-tournament games.
Take it from me, I am one; Fighting game players are probably the most nitpicky sub group of game players that exists in the world. I've known a bunch of SF3:3S players that, when playing the game on console, refuse to use versus mode because of the stage select option. A hot button issue for me was Evo determining the tournament standard console a few years ago for SF4. Until the last year or two of the game's life, they made the PS3 the standard console. PS3 ran all Capcom fighters around a frame slower than Xbox360. In SF4 I played Honda and if I ever wanted to do a big damage combo I had a 1 frame window to link crouching LP after EX Hundred Hand Slap. The month before Evo, I would quit playing on Xbox360 and switch over the PS3. I'd then play in training mode every day until I eventually acclimated myself to the timing but it was a giant pain to do so. The spacing for the combo was so far apart that I had to rely on a visual cue and that 1-ish frame made an awful lot of difference doing so. As a dumb aside? Namco fighters last generation ran a frame faster on PS3 so it's not like there was an all in one solution at all.
I've met players who refuse to use certain soundtracks for games, players who argue over smoothing algorithms (imo they should just be turned off), players who throw a fit if their chosen color is picked against them, players who refuse to play on the opposite side of their lifebars, and some few players who won't play unless they are sitting on the same side as their opponent's life bars. If the last two ever have to face each other in a tournament, I make them play rock paper scissors to determine side and afterward have to put up the potential of the loser of RPS losing the set and then becoming angry with me determining who won before the game was even played.
A question I've often wondered, is Smash Bros. Melee different when running on the Wii? Everything I've read swears that it's the exact same and it would make my life a LOT easier to run a stream for that game on Wii due to the component cables for the platform not costing hundreds of dollars. The actual smash players that have spoken to me say otherwise.
My point is, if I ever get a multicart I'll test it by running a game side by side, starting the timer at the same point, and then see if one of them gets ahead of the other one. Whenever there's a change in anything, some fighting game players will inform me that the smallest difference makes a huge change in how the game is actually played. In some cases, they're right. You couldn't play MvC2 well on PS2 because of scenarios like if you try to alpha counter out to save an assist from, say, a Storm Hail super chip kill? Your character dies anyway rather than safely hopping onto your bench. Meanwhile, in SF4 people swore that the East Asia Underpass stage was larger than the other stages. At one point I used the dev tools to count that it was 15 blocks wide, the same as all other stages.