1. Try making a 4k game where everything has 3 frames of animation. Being frugal with storage space is not a lack of skill - quite the opposite!
2. Not every 2600 game must ape the scrolling capabilities of an NES. Doesn't make bB developer who choose pre-NES gameplay worse.
I agree with your points in general and greatly appreciate Sprybugs work. Just don't appreciate everyone else's work being judged.
Yeah, working with 4K is a great challenge, I call this view of Atari programming "the 4K-ers", but even at golden time of Atari, there was 16K available for more exclusive games. And to be fair, most of homebrews have characters with really small, un-detailed sprites, so they reseble the very-very early days or the Taiwan pirate games. We all know that the VCS is capable more.
My view is that you should push the VCS to it's limits (optimize a lot, so the code won't be too long and you won't go over 262 scanlines). Of course it doesn't mean that you have to make chaotic flicker wars, I have seen a Mortal Kombat and a Golden Axe demake and it just turned to a great mass because the creator just was not able to compress it well. I'm in the middle, I don't like the idea of DPC+ and extra RAM, it was really injoyable to find it how to use 128 bytes for all the things I need, I'm not a programmer myself and even I could compress music data to the 2/3 of the original size, and have more ideas for next games to write a new script to compress it more, but I think 16-32K of RAM is the optimal amount for a game that can contain good looking sprites (I often use silhouettes, so you can imagine the details), variety and some music as well. I have now ideas to start my Distopia project again, so I can make maybe the first TBS for the console.
I talked yesterday to a book writer who collect information about homebrew and this year was a huge "success", due the 40th anniversary and the fairly easy use of Batari Basic, there are just too many homebrews those are created in days. There are simple games those are really cool even in their simple way, like Spies in the Night, but most of them are really rough-and-ready games with lack of creativity. The best example is Baby that was even gave to the Retron77 homebrews, instead of Anguna.