(I didn't actually post on this forum yet, those other posts are by Arch. Yes, this means he said thank you for his birthday present to himself)
The thing you posted a video of which was fixed recently was an issue in which the game loaded the palette for a frame from the WRAM in sync with the vblank or whatever, despite that the "sheet" for the map layer was loaded immediately (rather than queued or buffered as the palette is) by the CSAPS code.
The issue that was fixed before that was a similar issue in which the things not loaded in synchronization were the OA data (loaded when the palette is) and the OAM "sheet" (loaded, again, immediately by the CSAPS code).
Both issues were fixed by deferring loading of the respective "sheets" until the time when the associated palette (in the map layer's case) or OA data (in the sprite layer's case) is loaded (in time with the vblank).
People seem to forget that spells have a sprite layer (technically 2, since sprites can be given lower or higher priority and appear in front of or behind the character sprites) AND a map layer, and that the engines work completely differently (sprites can be rotated, maps can have "blending" which is often incorrectly referred to as "transparency". Maps can have transparency as well, of course, but sprites cannot have blending).