Not only is there unitialized RAM and I/O registers, and some analog effects, the really big elephant in the room is that the system has two oscillators. A ~21MHz CPU/PPU crystal oscillator, and a ~24MHz SMP/DSP ceramic oscillator.
Given that not only do these exact frequencies change between systems due to margins of error on clocks, they also change slightly as the system runs (and gets warmer, for example.)
Every SNES game has sound routines that synchronize the CPU to the SMP.
It wouldn't be possible to make a literal 1:1 play log unless you a) ran a custom register and memory initialization at system startup, and b) replaced the two oscillators with a much faster single oscillator and then used a clock dividier to drive both the CPU and APU off of it.
(You can TAS certain SNES games anyway, of course. It really depends on how the game is programmed to react when the exact CPU<>SMP communications change. If it seeds a random number generator based around the PPU H/V counters that are polled after a CPU<>SMP sync for example, forget about it.)
Maybe it'd be possible to modify some boards to use a CPLD (or an FPGA) for synthesizing those clocks from a common source. This could eliminate most (all?) uncertainty.
I wonder how much of a lift it would be to take a bunch of TASes and turn them into regression tests...
To get that, you would need a set of hardware debuggers plugged into the bus and chips. And a lot of inside knowledge to decide if a deviance is random enough to not have to be emulated.