Oh yes, i have the same kind of discussions with stef on a french forum about the snes 65816 and the Hu6280,and he assimilates all two to a vanilla 6502, i think all guys in sonic forum do the same .
And you know, the 68k is better because of 32 bits instructions

, but in a 16 bits and 2D games who care about this ??
For PCE i use mainly 8 bits and some 16 bits (for pointers ) ,and the hu6280 is clocked at 7,16 not 1,79.
At the same speed the 65816 is close to twice as fast as 6502 .
News flash! Did it ever occur to you that deliberately causing the game to run slow at full speed, will cause **gasp** the game to run slow at full speed? Maybe that's the reason why you're having a hard time optimizing you're game? The SNES isn't actually lagging, you just programmed it that way?
Yes if you code badly you have the wrong result, the snes CPU doesn't have much cycles to waste with bad programming .
The big advantage of 65xx achitecture, is his high level of code optimisation.
For GH if it's the CPU the limiting factor, when why a similar game do not exist with a sfx or SA-1 ??
Same for BTU, if is the cpu which limit to 3/4 sprites on screen, why capcom don't put a faster processor for FF 2/3 like he did with MMX series ???
Simply because is the pixels sprite limit / scanline the real limiting factor,and a faster CPU cannot change this fact .