Yes, I did understand what you were saying.
No you did not and the following part of your reply just proves that...
It's just not true. OPL had a different mode in the unused slot before and it never decreased the compatibility. Adding one more mode again wouldn't either.
What I was talking about, has NOTHING to do with the Compatibility-Mode-'slots', but with the RAM-Usage, during runtime of the game...
Your approach is to let the cdvd-driver react to those bogous games, how they expect it... That means, running code which does that, during the game is running... That needs RAM and CPU-cycles for EVERY game (because the replacement-driver OPL 'injects' is the same in every case)!
The current ahead of time patching (before execution) saves RAM and CPU-Cycles... More free CPU-Cycles are important for non-DMA-enabled connections like USB and we could yield a higher bandwidth...
More free RAM is good, because some games already do overflow and we just recently (a few months) had a game which became incompatible, due to the driver-size increasing by ~100Bytes.
You're blowing things out of proportions.
No... You don't get, why your suggestion/approach of a 'JIT-Reaction', instead of a 'AOT-Patching' is just not feasible for OPL... If we would have had MORE IOP-RAM, that wouldn't really be a problem.
It would not increase the RAM usage so much that there would be compatibility issues because of it.
Adding one or 50 Compatibility-Slots would not, agreed...
But that's not what I was talking about...
You suggested a JIT-Patching/reaction-approach, INSTEAD of the current AOT-Patching and I just told you, why that approach is not a good idea.
We try to spare as much IOP-RAM and CPU-Cycles as possible, to get those games running properly... What do you think why USB-Games have to be defragmented? We have no Filesystem-driver running, whilst in-game... (to spare IOP-RAM)
Since it's already evident that it was an issue with too fas reading speed with CD games, we need to find the optimal value now, so that both Shadow Man and the Phantasy Star remake will work just like they do from the CD-ROM. This was an omission in the past. Nobody really thought about CD games because there's so few of them, but yeah, they need even slower speeds than DVD games since the CD reading is slower even real hardware.
Instead of a new or various new modes, I rather suggest a configurable read-speed-value, which is used, when Mode 1 is activated... That would yield the benefit of not adding any mode, but solely a new config-value (like cdvd-callback-timer a while ago) which enables us to do a lot of tests with variable values as well.
This however has NOTHING to do with the first thing you suggested... These are 2 entirely different things!
In fact I never said anything against the speed or timing-issues, but mentioned it like you can see... You even reacted to it...

...but you should not insist on it being the cause, because there is too less proof of it!
It's obvious, that one of these is likely a cause, because you can also see the same issue on quite some games, if you use a GameStar-Adapter!