The problem with this scene is that it's a horizintal shooter, where you're lining up your ship and bullets with another ship and its bullets.
Yeah, and that makes it more difficult to orchestrate, but certainly not impossible. Then again, this is a homebrew development and not a commercial studio endeavor (in the classic sense), so I understand if the programming attention and skill necessary to orchestrate that well is prohibitive.
I think that the biggest factor keeping things from being reworked until they're ideal instead of jusy shooting for something that is fine and should work as-is, is just the restriction of available time to do it.
This was all done in our spare time and not only are there a lot stages, many of them alone have more assets and misc under the hood than most entire homebrew PCE games.
Remember Aetherbyte's ambitious goal with Insanity, to complete a PCE homebrew game within a year? I still can't believe how close this came to being complete in about a year once things got moving full speed and it'll likely be published within a year and a half. Even on a dev friendly console like Sega Genesis, it would be a big deal conpleting a game of this scope within the same time frame.
This is of course independent of whether or not the game is any good.

But I'm excited about PCE homebrew continuing to become more ambitious.