So I can run code that is written to take advantage of it. Properly written 6502 code runs perfectly on it and on Antonia, and the other 816 upgrades.
Best solution I can suggest there is to vote with your feet and simply not attempt to run code which won't run on your CPU. There will be two reasons for the use of illegals: necessity or arrogance. If it's the former, there's not much you can do about it, and if it's the latter, who wants to run their software anyway?
I suppose a third reason would be ignorance, but you'll quickly see from the reaction of the software's author which is the case.
The Player multiplexer DLIs have no WSYNC in them because they just set HPOSP#, SIZEP#, and COLPM# and usually does not need to sync with the horizontal line. Usually not an issue at 1.79 mhz, because the CPU are loaded before writing to any Antic/GTIA registers and the beam has moved passed the right side of the screen. But at higher speeds, the beam may be still one line up on part of the line, so some pixels may flicker on occasion.
The other issue at the bottom is sprites may not extend below as far below the playfield for overscan effects because the last DLI calls for erase before redrawing new sprites.
This illustrates my point exactly. You are relying on the properties of the CPU frequency to govern the timing of graphical effects. The simple expedient of syncing with the current scanline will likely allow your display to work perfectly well regardless of CPU frequency. Taking these steps during the initial coding phase saves the effort of retroactively fixing things later on.