Why SNES hardware is running faster than expected and why it's a problem
arstechnica.com
arstechnica.com
There's also no evidence that the clocks are drifting further due to age. We don't have data for what APU frequencies used to be; we have a single measurement from over 20 years ago suggesting that one particular console had a DSP sample rate of 32,040 Hz, which is slightly lower than the current measured average of 32,075 but still well within the range of consoles we've looked at today.
When it comes to TAS specifically, most SNES TASes cannot be replayed on console at all because the hardware is too nondeterministic -- the same exact input will not give you the same behavior. It's usually something trivial like an extra frame spent waiting for a sound effect, but that can cause you to (for example) enter the next room with different RNG state, causing enemies to behave completely differently, etc.
So being able to console-verify a TAS on a modded console, with a clearly-defined hardware mod that picks a single deterministic behavior from the set of observed behaviors on unmodded hardware, would be a strict improvement over the current status quo of only being able to replay these TASes in emulators.